public void ApplyToFpHand(Matrixf modelMat) { foreach (var effect in activePerceptionEffects) { effect.Value.ApplyToFpHand(modelMat); } }
public override void ApplyToFpHand(Matrixf modelMat) { float f = Intensity / 10f; modelMat.Translate(GameMath.Sin(accum) * f, GameMath.Sin(accum) * 1.2 * f, 0); modelMat.RotateX(GameMath.Cos(accum * 0.8f) * f); modelMat.RotateZ(GameMath.Cos(accum * 1.1f) * f); }
public virtual void ApplyToFpHand(Matrixf modelMat) { }