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class DamageDealtEffect |
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{ |
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const float ALPHA_MIN = 0; |
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const float ALPHA_MAX = 1; |
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float m_HitDuration; |
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float m_BreakPoint; |
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float m_TimeActive; |
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PPERequester_HealthHitReaction m_Requester; |
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void DamageDealtEffect() |
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{ |
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m_HitDuration = 0.10; |
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m_BreakPoint = 0.05; |
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Class.CastTo(m_Requester, PPERequesterBank.GetRequester(PPERequester_HealthHitReaction)); |
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} |
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void ~DamageDealtEffect() |
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{ |
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PPERequesterBank.GetRequester(PPERequester_HealthHitReaction).Stop(); |
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} |
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void Update(float deltatime) |
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{ |
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float value; |
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if( m_TimeActive <= m_BreakPoint ) |
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{ |
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value = Math.InverseLerp(0, m_BreakPoint, m_TimeActive); |
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} |
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else |
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{ |
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float tmp_value = Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive); |
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value = 1 - tmp_value; |
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} |
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m_TimeActive += deltatime; |
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value = Math.Clamp(value,0,1); |
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float val = Math.Lerp(ALPHA_MIN, ALPHA_MAX, value); |
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m_Requester.SetHitIntensity(val); |
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if(m_TimeActive >= m_HitDuration) |
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{ |
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delete this; |
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} |
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} |
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} |
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class EffectRadial |
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{ |
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float m_TimeActive; |
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float m_Divisor = 16; |
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float m_Duration = 0.6; |
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PPERequester_PainBlur m_PPERequester; |
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void EffectRadial(Param param1, Param param2) |
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{ |
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if (param1) |
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{ |
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Param2<float, float> p1 = Param2<float, float>.Cast(param1); |
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if (p1) |
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{ |
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m_Divisor = p1.param1; |
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m_Duration = p1.param2; |
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} |
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} |
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if ( Class.CastTo( m_PPERequester, PPERequesterBank.GetRequester( PPERequesterBank.REQ_PAINBLUR ) ) ) |
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m_PPERequester.Start(); |
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} |
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void ~EffectRadial() |
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{ |
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if(m_PPERequester) |
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m_PPERequester.SetRadialBlur(0,0,0,0); |
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} |
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void Update(float deltatime) |
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{ |
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float time = Math.InverseLerp(0, m_Duration, m_TimeActive); |
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float value = 1 - Easing.EaseInQuart(time); |
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float strenght = value / m_Divisor; |
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if(m_PPERequester) |
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m_PPERequester.SetRadialBlur(strenght, strenght, 1 - value, 1 - value); |
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m_TimeActive += deltatime; |
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if(m_TimeActive >= m_Duration) |
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{ |
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delete this; |
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} |
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} |
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} |