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