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undergroundbunkerhandlerclient.c
Go to the documentation of this file.
1
class
UndergroundBunkerHandlerClient
: UndergroundHandlerClient
2
{
3
protected
bool
m_IsDoorOpening
;
4
protected
float
m_AnimPhasePrev
;
5
6
override
protected
bool
CalculateEyeAcco
(
float
timeSlice)
7
{
8
if
(
m_IsDoorOpening
)
9
{
10
float
adjustedOpen =
Math
.InverseLerp(0, 1,
m_EyeAccoTarget
);
11
adjustedOpen =
Math
.Clamp(adjustedOpen,0,1);
12
m_EyeAcco
=
Easing
.EaseInOutCubic(adjustedOpen);
13
}
14
else
15
{
16
float
adjustedClose =
Math
.InverseLerp(0.07, 1,
m_EyeAccoTarget
);
17
adjustedClose =
Math
.Clamp(adjustedClose,0,1);
18
m_EyeAcco
=
Easing
.EaseOutQuad(adjustedClose);
19
}
20
21
return
true
;
22
}
23
24
override
protected
void
CalculateEyeAccoTarget
()
25
{
26
UndergroundBunkerTrigger
trigger =
UndergroundBunkerTrigger
.Cast(
m_TransitionalTrigger
);
27
if
(trigger)
28
{
29
EntityAI
building =
EntityAI
.Cast(trigger.GetParent());
30
if
(building)
31
{
32
float
animPhase = building.GetAnimationPhase(trigger.m_LinkedDoorSelection);
33
m_IsDoorOpening
= animPhase >
m_AnimPhasePrev
;
34
m_AnimPhasePrev
= animPhase;
35
m_EyeAccoTarget
= animPhase;
36
37
}
38
39
}
40
}
41
42
override
protected
void
ProcessLighting
(
float
timeSlice)
43
{
44
//we don't want to change the lighting
45
}
46
47
override
protected
void
ApplyEyeAcco
()
48
{
49
m_LightingLerp
= 0;
50
super.ApplyEyeAcco();
51
}
52
53
override
protected
void
ProcessSound
(
float
timeSlice)
54
{
55
GetGame
().GetWorld().SetExplicitVolumeFactor_EnvSounds2D(
m_EyeAcco
, 0);
56
}
57
58
override
protected
void
PlayAmbientSound
()
59
{
60
m_Player
.PlaySoundSetLoop(
m_AmbientSound
,
"Warhead_Storage_Ambient_SoundSet"
,3,3);
61
}
62
}
Easing
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Definition
easing.c:3
EntityAI
Definition
building.c:6
Math
Definition
enmath.c:7
UndergroundBunkerHandlerClient
Definition
undergroundbunkerhandlerclient.c:2
UndergroundBunkerHandlerClient::PlayAmbientSound
void PlayAmbientSound()
Definition
undergroundbunkerhandlerclient.c:58
UndergroundBunkerHandlerClient::CalculateEyeAcco
bool CalculateEyeAcco(float timeSlice)
Definition
undergroundbunkerhandlerclient.c:6
UndergroundBunkerHandlerClient::ProcessSound
void ProcessSound(float timeSlice)
Definition
undergroundbunkerhandlerclient.c:53
UndergroundBunkerHandlerClient::ProcessLighting
void ProcessLighting(float timeSlice)
Definition
undergroundbunkerhandlerclient.c:42
UndergroundBunkerHandlerClient::m_IsDoorOpening
bool m_IsDoorOpening
Definition
undergroundbunkerhandlerclient.c:3
UndergroundBunkerHandlerClient::ApplyEyeAcco
void ApplyEyeAcco()
Definition
undergroundbunkerhandlerclient.c:47
UndergroundBunkerHandlerClient::m_AnimPhasePrev
float m_AnimPhasePrev
Definition
undergroundbunkerhandlerclient.c:4
UndergroundBunkerHandlerClient::CalculateEyeAccoTarget
void CalculateEyeAccoTarget()
Definition
undergroundbunkerhandlerclient.c:24
UndergroundBunkerTrigger
Definition
undergroundbunkertrigger.c:10
GetGame
proto native CGame GetGame()
m_Player
DayZPlayer m_Player
Definition
hand_events.c:42
m_TransitionalTrigger
UndergroundTrigger m_TransitionalTrigger
Definition
undergroundhandlerclient.c:35
m_AmbientSound
EffectSound m_AmbientSound
Definition
undergroundhandlerclient.c:32
m_EyeAcco
float m_EyeAcco
Definition
undergroundhandlerclient.c:28
m_EyeAccoTarget
float m_EyeAccoTarget
Definition
undergroundhandlerclient.c:26
m_LightingLerp
float m_LightingLerp
Definition
undergroundhandlerclient.c:30
Daten
4_world
classes
undergroundbunkerhandlerclient.c
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