3 const float ALPHA_MIN = 0;
4 const float ALPHA_MAX = 1;
8 PPERequester_HealthHitReaction m_Requester;
10 void DamageDealtEffect()
14 Class.CastTo(m_Requester, PPERequesterBank.GetRequester(PPERequester_HealthHitReaction));
19 void ~DamageDealtEffect()
21 PPERequesterBank.GetRequester(PPERequester_HealthHitReaction).Stop();
24 void Update(
float deltatime)
28 if( m_TimeActive <= m_BreakPoint )
30 value =
Math.InverseLerp(0, m_BreakPoint, m_TimeActive);
34 float tmp_value =
Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive);
35 value = 1 - tmp_value;
37 m_TimeActive += deltatime;
38 value =
Math.Clamp(value,0,1);
39 float val =
Math.Lerp(ALPHA_MIN, ALPHA_MAX, value);
41 m_Requester.SetHitIntensity(val);
43 if(m_TimeActive >= m_HitDuration)