File size: 2,201 Bytes
24b81cb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 | class PPERequester_FlashbangEffects extends PPERequester_GameplayBase
{
const float VAL_FACTOR = 0.85;
const float EXPOSURE_MAX = 50;
protected float m_Exposure;
protected float m_Intensity;
override protected void OnStart(Param par = null)
{
if (!m_IsRunning)
{
if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG});
}
super.OnStart();
}
override protected void OnStop(Param par = null)
{
super.OnStop();
m_Intensity = 0.0;
m_Exposure = 0.0;
if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG});
}
override protected void OnUpdate(float delta)
{
super.OnUpdate(delta);
if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
{
Param1<float> par = new Param1<float>(1 - m_Intensity);
GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.COVER_FLASHBANG,0,par,EffectWidgetHandles.FLASHBANG);
}
}
void SetFlashbangIntensity(float intensity, float daytime_toggle)
{
m_Intensity = intensity;
array<float> overlay_color = {1.0, 1.0, 1.0, intensity};
if (daytime_toggle <= 5.0)
{
m_Exposure = Math.Clamp(intensity * daytime_toggle,0.0,EXPOSURE_MAX);
}
else
{
m_Exposure = Easing.EaseInQuart(intensity);
m_Exposure = Math.Clamp(EXPOSURE_MAX * m_Exposure,0.0,EXPOSURE_MAX);
}
overlay_color[3] = intensity;
//blur
SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,intensity,PPEGaussFilter.L_0_FLASHBANG,PPOperators.ADD_RELATIVE);
//overlay
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,intensity,PPEGlow.L_20_FLASHBANG,PPOperators.HIGHEST);
SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,overlay_color,PPEGlow.L_21_FLASHBANG,PPOperators.SET);
//exposure
SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,m_Exposure,PPEExposureNative.L_0_FLASHBANG,PPOperators.ADD);
}
} |