| | 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; |
| | |
| | |
| | SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,intensity,PPEGaussFilter.L_0_FLASHBANG,PPOperators.ADD_RELATIVE); |
| | |
| | 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); |
| | |
| | SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,m_Exposure,PPEExposureNative.L_0_FLASHBANG,PPOperators.ADD); |
| | } |
| | } |