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class ShockDealtEffect
{
const float INTENSITY_COEF_OVERALL = 0.8; //intensity percentage multiplier
const float INTENSITY_COEF_BLUR = 1;
const float INTENSITY_COEF_COLOR = 0.2;
const float INTENSITY_COEF_VIGNETTE = 0.7;
const float DURATION_MIN = 0.6;
ref Param3<float,float,float> m_EffectParam;
float m_HitDuration;
float m_BreakPoint;
float m_TimeActive;
float m_ShockIntensityMax;
void ShockDealtEffect(float intensity_max)
{
float duration_coef = Math.Clamp(intensity_max,DURATION_MIN,1);
m_HitDuration = 1 * duration_coef;
m_BreakPoint = 0.2 * duration_coef;
m_ShockIntensityMax = Math.Clamp(intensity_max,0,1);
m_EffectParam = new Param3<float,float,float>(0,0,0);
//Print(intensity_max);
//Print("HitSyncDebug | ShockDealtEffect: " + GetGame().GetPlayer().GetSimulationTimeStamp());
}
void ~ShockDealtEffect()
{
if (GetGame())
PPERequesterBank.GetRequester(PPERequester_ShockHitReaction).Stop();
}
void Update(float deltatime)
{
float value;
if ( m_TimeActive <= m_BreakPoint )
{
value = Math.InverseLerp(0, m_BreakPoint, m_TimeActive);
}
else
{
float tmp_value = Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive);
value = 1 - tmp_value;
}
m_TimeActive += deltatime;
value = Math.Clamp(value,0,1);
//value calculations
float val = Math.Clamp(Math.Lerp(0, m_ShockIntensityMax, value),0,m_ShockIntensityMax);
float val_color = Math.Clamp(val * INTENSITY_COEF_COLOR,0,m_ShockIntensityMax);
//Postprocess application
float blur = val * INTENSITY_COEF_OVERALL * INTENSITY_COEF_BLUR;
float factor = val_color * INTENSITY_COEF_OVERALL;
float vignette = val * INTENSITY_COEF_OVERALL * INTENSITY_COEF_VIGNETTE;
m_EffectParam.param1 = blur;
m_EffectParam.param2 = vignette;
m_EffectParam.param3 = factor;
PPERequesterBank.GetRequester(PPERequester_ShockHitReaction).Start(m_EffectParam);
if ( m_TimeActive >= m_HitDuration )
{
delete this;
}
}
}