23 m_FadingTimeElapsed = 0.0;
24 m_FadingProgress = 0.0;
62 super.OnUpdate(delta);
76 float time = m_ElapsedTime * 0.65;
81 float nOffsetX = (
Math.Sin( time * 0.29 ) * 0.5 + 0.5) * 0.3;
82 float nOffsetY = (
Math.Cos( time * 0.17 ) * 0.5 + 0.5) * 0.3;
85 float animLo = (
Math.Sin( time ) * 0.5 + 0.5) * 1;
86 float animHi = (
Math.Sin( time ) * 0.5 + 0.5) * 1;
87 float rmpLoAll =
Math.Lerp(0.1,0.3,animLo);
88 float rmpHiAll =
Math.Lerp(0.9,1.2,animHi);
96 m_PulseActive = m_PulseProgress < 1.0;
99 m_ElapsedTime += delta;
106 for (
int i = 0; i < 4; ++i)
108 offset = i *
Math.PI_HALF;
109 m_ChannelWeights[i] =
Math.Sin( time + offset );
115 float rampingCoef = 1.1;
116 float w =
Math.Clamp((
Math.Sin(m_PulseProgress *
Math.PI) * rampingCoef),0,1);
117 w =
Math.Lerp(0,w,1 - m_FadingProgress);
119 for (
int i = 0; i < 4; ++i)
120 m_ChannelWeights[i] = w * m_ChannelWeights[i];
125 m_FadingTimeElapsed += delta;
128 m_StopNext = m_FadingProgress >= 1.0;
133 m_PulseActive =
true;
134 m_PulseProgress = progress;
140 m_FadeOutTimeTarget = targetTime;
141 m_FadingTimeElapsed = 0.0;
Ghost - PostProcessEffectType.Ghost.
base, not to be used directly, would lead to layering collisions!
void SetPulseProgress(float progress)
void ReSampleChannels(float time)
void OnStart(Param par=null)
void SampleChannels(float time)
void OnUpdate(float delta)
void ProcessFading(float delta)
void FadeOutEffect(float targetTime)
float m_FadingTimeElapsed
float m_FadeOutTimeTarget
void ProcessSimulation(float delta)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
PostProcessEffectType
Post-process effect type.
void Stop()
Stops all elements this effect consists of.
PPOperators
PP operators, specify operation between subsequent layers.