コード例 #1
0
        public override EffectLayer Render(IGameState gamestate)
        {
            EffectLayer layer = new EffectLayer();

            if (isActive)
            {
                switch (Properties.AnimationType)
                {
                case TimerLayerAnimationType.OnOff:
                    layer.Set(Properties.Sequence, Properties.SecondaryColor);
                    break;

                case TimerLayerAnimationType.Fade:
                    layer.Set(Properties.Sequence, ColorUtils.BlendColors(Properties.SecondaryColor, Properties.PrimaryColor, timer.InterpolationValue));
                    break;

                case TimerLayerAnimationType.Progress:
                case TimerLayerAnimationType.ProgressGradual:
                    layer.PercentEffect(Properties.SecondaryColor, Properties.PrimaryColor, Properties.Sequence, timer.InterpolationValue, 1, Properties.AnimationType == TimerLayerAnimationType.Progress ? PercentEffectType.Progressive : PercentEffectType.Progressive_Gradual);
                    break;
                }
            }
            else
            {
                layer.Set(Properties.Sequence, Properties.PrimaryColor);
            }
            return(layer);
        }
コード例 #2
0
        public override void UpdateLights(EffectFrame frame)
        {
            //if (Global.Configuration.volume_overlay_settings.enabled)
            //{
            if (defaultDevice == null)
            {
                defaultDevice = devEnum.GetDefaultAudioEndpoint(DataFlow.Render, Role.Console);
            }
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            if (Global.Configuration.volume_overlay_settings.dim_background)
            {
                layers.Enqueue(new EffectLayer("Overlay - Volume Base", Global.Configuration.volume_overlay_settings.dim_color));
            }

            EffectLayer   volume_bar    = new EffectLayer("Overlay - Volume Bar");
            float         currentVolume = defaultDevice.AudioEndpointVolume.MasterVolumeLevelScalar;
            ColorSpectrum volume_spec   = new ColorSpectrum(Global.Configuration.volume_overlay_settings.low_color, Global.Configuration.volume_overlay_settings.high_color);

            volume_spec.SetColorAt(0.75f, Global.Configuration.volume_overlay_settings.med_color);

            volume_bar.PercentEffect(volume_spec, Global.Configuration.volume_overlay_settings.sequence, currentVolume, 1.0f);

            layers.Enqueue(volume_bar);

            frame.AddOverlayLayers(layers.ToArray());
            //}
        }
コード例 #3
0
        public override EffectLayer Render(IGameState state)
        {
            EffectLayer respawn_layer = new EffectLayer("Dota 2 - Respawn");

            if (state is GameState_Dota2)
            {
                GameState_Dota2 dota2state = state as GameState_Dota2;

                if (dota2state.Player.Team != PlayerTeam.Undefined && dota2state.Player.Team != PlayerTeam.None && !dota2state.Hero.IsAlive)
                {
                    double percent = (dota2state.Hero.SecondsToRespawn > 5 ? 0.0 : 1.0 - (dota2state.Hero.SecondsToRespawn / 5.0));

                    respawn_layer.Fill(Utils.ColorUtils.BlendColors(Color.Transparent, Properties.BackgroundColor, percent));

                    respawn_layer.PercentEffect(Properties.RespawningColor,
                                                Properties.RespawnColor,
                                                Properties.Sequence,
                                                percent,
                                                1.0,
                                                PercentEffectType.AllAtOnce);
                }
            }

            return(respawn_layer);
        }
コード例 #4
0
    public EffectLayer UpdateLights(ScriptSettings settings, GameState state = null)
    {
        EffectLayer layer = new EffectLayer(this.ID);

        layer.PercentEffect(ForegroundColour, BackgroundColour, settings.Keys, DateTime.Now.Second, 60D);
        return(layer);
    }
コード例 #5
0
ファイル: Volume.cs プロジェクト: th3an7/AuroraRGBScripts
    public object UpdateLights(VariableRegistry settings, IGameState state = null)
    {
        if (defaultDevice == null)
        {
            defaultDevice = devEnum.GetDefaultAudioEndpoint(DataFlow.Render, Role.Console);
        }
        Queue <EffectLayer> layers = new Queue <EffectLayer>();

        EffectLayer layer         = new EffectLayer(this.ID);
        float       currentVolume = defaultDevice.AudioEndpointVolume.MasterVolumeLevelScalar;

        layer.PercentEffect(Color.White, Color.Transparent, new KeySequence(new[] { DeviceKeys.F1, DeviceKeys.F2, DeviceKeys.F3, DeviceKeys.F4, DeviceKeys.F5, DeviceKeys.F6, DeviceKeys.F7, DeviceKeys.F8, DeviceKeys.F9, DeviceKeys.F10, }), currentVolume % 10D, 1.0f, PercentEffectType.Progressive);
        //layers.Enqueue(layer);

        EffectLayer layer_2 = new EffectLayer(this.ID + " 2");

        layer_2.PercentEffect(Color.FromArgb(255, 0, 0, 0), Color.Transparent, new KeySequence(new[] { DeviceKeys.F1, DeviceKeys.F2, DeviceKeys.F3, DeviceKeys.F4, DeviceKeys.F5, DeviceKeys.F6, DeviceKeys.F7, DeviceKeys.F8, DeviceKeys.F9, DeviceKeys.F10, }), currentVolume % 10D - 0.1f, 1.0f, PercentEffectType.Progressive);
        //layers.Enqueue(layer_2);

        EffectLayer layerMain = layer + layer_2;

        layers.Enqueue(layerMain);

        return(layers.ToArray());
    }
コード例 #6
0
ファイル: example_script.cs プロジェクト: ajmwagar/Aurora
    public object UpdateLights(VariableRegistry settings, IGameState state = null)
    {
        EffectLayer layer = new EffectLayer(this.ID);

        layer.PercentEffect(settings.GetVariable <RealColor>("foregroundColour").GetDrawingColor(), settings.GetVariable <RealColor>("backgroundColour").GetDrawingColor(), settings.GetVariable <KeySequence>("keys") ?? DefaultKeys, DateTime.Now.Second, 60D);
        return(layer);
    }
コード例 #7
0
    public object UpdateLights(VariableRegistry settings, IGameState state = null)
    {
        EffectLayer layer = new EffectLayer(this.ID);
        RealColor   FG    = settings.GetVariable <RealColor>("foregroundColour");
        RealColor   BG    = settings.GetVariable <RealColor>("backgroundColour");

        if (!this.threadRunning)
        {
            this.threadRunning = true;
            ThreadPool.QueueUserWorkItem(this.Battery);
        }
        if (this.batteryStatus.isCharging == true)
        {
            FG = settings.GetVariable <RealColor>("chargingColour");
            BG = settings.GetVariable <RealColor>("chargingBGColour");
        }
        layer.PercentEffect(FG.GetDrawingColor(), BG.GetDrawingColor(), settings.GetVariable <KeySequence>("keys") ?? DefaultKeys, this.batteryStatus.percentage, 100D, PercentEffectType.Progressive_Gradual);
        return(layer);
    }
コード例 #8
0
    public object UpdateLights(VariableRegistry settings, IGameState state = null)
    {
        Queue <EffectLayer> layers = new Queue <EffectLayer>();

        EffectLayer layer = new EffectLayer(this.ID);

        layer.PercentEffect(Color.White, Color.Black, new KeySequence(new[] { DeviceKeys.F1, DeviceKeys.F2, DeviceKeys.F3, DeviceKeys.F4, DeviceKeys.F5, DeviceKeys.F6, DeviceKeys.F7, DeviceKeys.F8, DeviceKeys.F9, DeviceKeys.F10, DeviceKeys.F11, DeviceKeys.F12 }), DateTime.Now.Hour % 12D, 12D, PercentEffectType.Progressive);
        layers.Enqueue(layer);

        EffectLayer layer_2 = new EffectLayer(this.ID + " 2");

        layer_2.PercentEffect(Color.White, Color.Transparent, new KeySequence(new[] { DeviceKeys.NUM_ONE, DeviceKeys.NUM_TWO, DeviceKeys.NUM_THREE, DeviceKeys.NUM_FOUR, DeviceKeys.NUM_FIVE, DeviceKeys.NUM_SIX, DeviceKeys.NUM_SEVEN, DeviceKeys.NUM_EIGHT, DeviceKeys.NUM_NINE, DeviceKeys.NUM_ZERO }), DateTime.Now.Second % 10D, 10D, PercentEffectType.Progressive);
        //layers.Enqueue(layer_2);

        EffectLayer layer_3 = new EffectLayer(this.ID + " 3");

        layer_3.PercentEffect(Color.White, Color.Transparent, new KeySequence(new[] { DeviceKeys.ONE, DeviceKeys.TWO, DeviceKeys.THREE, DeviceKeys.FOUR, DeviceKeys.FIVE, DeviceKeys.SIX, DeviceKeys.SEVEN, DeviceKeys.EIGHT, DeviceKeys.NINE, DeviceKeys.ZERO }), DateTime.Now.Minute % 10f, 10D, PercentEffectType.Progressive);
        //layers.Enqueue(layer_3);

        EffectLayer layer_4 = new EffectLayer(this.ID + " 4");

        layer_4.PercentEffect(Color.FromArgb(200, 255, 0, 0), Color.Transparent, new KeySequence(new[] { DeviceKeys.ONE, DeviceKeys.TWO, DeviceKeys.THREE, DeviceKeys.FOUR, DeviceKeys.FIVE, DeviceKeys.SIX }), DateTime.Now.Minute % 60D, 60D, PercentEffectType.Progressive);
        //layers.Enqueue(layer_4);

        EffectLayer layer_5 = new EffectLayer(this.ID + " 5");

        layer_5.PercentEffect(Color.FromArgb(200, 255, 0, 0), Color.Transparent, new KeySequence(new[] { DeviceKeys.NUM_ONE, DeviceKeys.NUM_TWO, DeviceKeys.NUM_THREE, DeviceKeys.NUM_FOUR, DeviceKeys.NUM_FIVE, DeviceKeys.NUM_SIX }), DateTime.Now.Second % 60D, 60D, PercentEffectType.Progressive);
        //layers.Enqueue(layer_5);

        EffectLayer layer_sum34 = layer_3 + layer_4;

        layers.Enqueue(layer_sum34);

        EffectLayer layer_sum25 = layer_2 + layer_5;

        layers.Enqueue(layer_sum25);

        return(layers.ToArray());
    }
コード例 #9
0
        public override EffectLayer Render(IGameState gamestate)
        {
            // Ensure the gamestate is for Minecraft, and store a casted reference to it
            if (!(gamestate is GameState_Minecraft))
            {
                return(new EffectLayer());
            }
            GameState_Minecraft state = gamestate as GameState_Minecraft;

            // Choose the main healthbar's color depending on whether the player is withered/poisoned/regen/normal.
            Color barColor = Properties.NormalHealthColor;                                  // Default normal color

            if (Properties.EnableWitherHealthColor && state.Player.PlayerEffects.HasWither) // Wither takes priority over others
            {
                barColor = Properties.WitherHealthColor;
            }
            else if (Properties.EnablePoisonHealthColor && state.Player.PlayerEffects.HasPoison) // Poison 2nd priority
            {
                barColor = Properties.PoisonHealthColor;
            }
            else if (Properties.EnableRegenerationHealthColor && state.Player.PlayerEffects.HasRegeneration) // Regen 3rd priority
            {
                barColor = Properties.RegenerationHealthColor;
            }

            // Render the main healthbar, with the color decided above.
            EffectLayer layer = new EffectLayer()
                                .PercentEffect(barColor, Properties.BackgroundColor, Properties.Sequence, state.Player.Health, state.Player.HealthMax, Settings.PercentEffectType.Progressive);

            // If absorption is enabled, overlay the absorption display on the top of the original healthbar
            if (Properties.EnableAbsorptionHealthColor)
            {
                layer.PercentEffect(Properties.AbsorptionHealthColor, Properties.BackgroundColor, Properties.Sequence, state.Player.Absorption, state.Player.AbsorptionMax, Properties.GradualProgress ? Settings.PercentEffectType.Progressive_Gradual : Settings.PercentEffectType.Progressive);
            }

            return(layer);
        }
コード例 #10
0
        public override EffectLayer Render(IGameState state)
        {
            EffectLayer percent_layer = new EffectLayer();

            double value = 0;

            if (!double.TryParse(Properties._VariablePath, out value) && !string.IsNullOrWhiteSpace(Properties._VariablePath))
            {
                try
                {
                    value = Convert.ToDouble(Utils.GameStateUtils.RetrieveGameStateParameter(state, Properties._VariablePath));
                }
                catch (Exception exc)
                {
                    value = 0;
                }
            }


            double maxvalue = 0;

            if (!double.TryParse(Properties._MaxVariablePath, out maxvalue) && !string.IsNullOrWhiteSpace(Properties._MaxVariablePath))
            {
                try
                {
                    maxvalue = Convert.ToDouble(Utils.GameStateUtils.RetrieveGameStateParameter(state, Properties._MaxVariablePath));
                }
                catch (Exception exc)
                {
                    maxvalue = 0;
                }
            }

            percent_layer.PercentEffect(Properties.Gradient.GetColorSpectrum(), Properties.Sequence, value, maxvalue, Properties.PercentType, Properties.BlinkThreshold, Properties.BlinkDirection);

            return(percent_layer);
        }
コード例 #11
0
    public EffectLayer[] UpdateLights(ScriptSettings settings, IGameState state = null)
    {
        Queue <EffectLayer> layers = new Queue <EffectLayer>();

        EffectLayer layer = new EffectLayer(this.ID);

        layer.PercentEffect(Color.Purple, Color.Green, new KeySequence(new[] { DeviceKeys.F12, DeviceKeys.F11, DeviceKeys.F10, DeviceKeys.F9, DeviceKeys.F8, DeviceKeys.F7, DeviceKeys.F6, DeviceKeys.F5, DeviceKeys.F4, DeviceKeys.F3, DeviceKeys.F2, DeviceKeys.F1 }), DateTime.Now.Second % 20D, 20D);
        layers.Enqueue(layer);

        EffectLayer layer_swirl = new EffectLayer(this.ID + " - Swirl");

        layer_swirl.PercentEffect(Color.Blue, Color.Black, new KeySequence(new[] { DeviceKeys.NUM_ONE, DeviceKeys.NUM_FOUR, DeviceKeys.NUM_SEVEN, DeviceKeys.NUM_EIGHT, DeviceKeys.NUM_NINE, DeviceKeys.NUM_SIX, DeviceKeys.NUM_THREE, DeviceKeys.NUM_TWO }), DateTime.Now.Millisecond % 500D, 500D, PercentEffectType.Progressive_Gradual);
        layers.Enqueue(layer_swirl);

        EffectLayer layer_blinking = new EffectLayer(this.ID + " - Blinking Light");

        ColorSpectrum blink_spec  = new ColorSpectrum(Color.Red, Color.Black, Color.Red);
        Color         blink_color = blink_spec.GetColorAt(DateTime.Now.Millisecond / 1000.0f);

        layer_blinking.Set(DeviceKeys.NUM_FIVE, blink_color);
        layers.Enqueue(layer_blinking);

        return(layers.ToArray());
    }
コード例 #12
0
        public override void UpdateLights(EffectFrame frame)
        {
            previoustime = currenttime;
            currenttime  = Utils.Time.GetMillisecondsSinceEpoch();

            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            float time = (float)Math.Pow(Math.Sin(1.0D * (internalcounter++ / 10.0f)), 2.0d);

            EffectLayer cz_layer = new EffectLayer("Color Zones");

            cz_layer.DrawColorZones((Global.Configuration.desktop_profile.Settings as DesktopSettings).lighting_areas.ToArray());
            layers.Enqueue(cz_layer);

            if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).cpu_usage_enabled)
            {
                EffectLayer cpu = new EffectLayer("CPU");

                if (currentCPUValue - previousCPUValue > 0.0f && transitionalCPUValue < currentCPUValue)
                {
                    transitionalCPUValue += (currentCPUValue - previousCPUValue) / 100.0f;
                }
                else if (currentCPUValue - previousCPUValue < 0.0f && transitionalCPUValue > currentCPUValue)
                {
                    transitionalCPUValue -= (previousCPUValue - currentCPUValue) / 100.0f;
                }
                else if (currentCPUValue - previousCPUValue == 0.0f && transitionalCPUValue != currentCPUValue)
                {
                    transitionalCPUValue = currentCPUValue;
                }

                Color cpu_used = (Global.Configuration.desktop_profile.Settings as DesktopSettings).cpu_used_color;
                Color cpu_free = (Global.Configuration.desktop_profile.Settings as DesktopSettings).cpu_free_color;

                if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).cpu_free_color_transparent)
                {
                    cpu_free = Color.FromArgb(0, cpu_used);
                }

                cpu.PercentEffect(cpu_used, cpu_free, (Global.Configuration.desktop_profile.Settings as DesktopSettings).cpu_sequence, transitionalCPUValue, 100.0f, (Global.Configuration.desktop_profile.Settings as DesktopSettings).cpu_usage_effect_type);

                layers.Enqueue(cpu);
            }

            if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).ram_usage_enabled)
            {
                EffectLayer memory = new EffectLayer("Memory");

                double percentFree     = ((double)memory_Available / (double)memory_Total);
                double percentOccupied = 1.0D - percentFree;

                Color ram_used = (Global.Configuration.desktop_profile.Settings as DesktopSettings).ram_used_color;
                Color ram_free = (Global.Configuration.desktop_profile.Settings as DesktopSettings).ram_free_color;

                if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).ram_free_color_transparent)
                {
                    ram_free = Color.FromArgb(0, ram_used);
                }

                memory.PercentEffect(ram_used, ram_free, (Global.Configuration.desktop_profile.Settings as DesktopSettings).ram_sequence, percentOccupied, 1.0D, (Global.Configuration.desktop_profile.Settings as DesktopSettings).ram_usage_effect_type);

                layers.Enqueue(memory);
            }

            //Scripts before interactive and shortcut assistant layers
            Global.Configuration.desktop_profile.UpdateEffectScripts(layers);

            EffectLayer interactive_layer = new EffectLayer("Interactive Effects");

            foreach (var input in input_list.ToArray())
            {
                if (input == null)
                {
                    continue;
                }

                try
                {
                    if (input.type == input_item.input_type.Spectrum)
                    {
                        float transition_value = input.progress / Effects.canvas_width;

                        if (transition_value > 1.0f)
                        {
                            continue;
                        }

                        Color color = input.spectrum.GetColorAt(transition_value);

                        interactive_layer.Set(input.key, color);
                    }
                    else if (input.type == input_item.input_type.AnimationMix)
                    {
                        float time_value = input.progress / Effects.canvas_width;

                        if (time_value > 1.0f)
                        {
                            continue;
                        }

                        input.animation.Draw(interactive_layer.GetGraphics(), time_value);
                    }
                }
                catch (Exception exc)
                {
                    Global.logger.LogLine("Interative layer exception, " + exc, Logging_Level.Error);
                }
            }

            for (int x = input_list.Count - 1; x >= 0; x--)
            {
                try
                {
                    if (input_list[x].progress > Effects.canvas_width)
                    {
                        input_list.RemoveAt(x);
                    }
                    else
                    {
                        float trans_added = ((Global.Configuration.desktop_profile.Settings as DesktopSettings).interactive_effect_speed * (getDeltaTime() * 5.0f));
                        input_list[x].progress += trans_added;
                    }
                }
                catch (Exception exc)
                {
                    Global.logger.LogLine("Interative layer exception, " + exc, Logging_Level.Error);
                }
            }

            layers.Enqueue(interactive_layer);

            if (Global.Configuration.time_based_dimming_enabled)
            {
                if (
                    Utils.Time.IsCurrentTimeBetween(Global.Configuration.time_based_dimming_start_hour, Global.Configuration.time_based_dimming_end_hour)
                    )
                {
                    layers.Clear();

                    EffectLayer time_based_dim_layer = new EffectLayer("Time Based Dim");
                    time_based_dim_layer.Fill(Color.Black);

                    layers.Enqueue(time_based_dim_layer);
                }
            }

            EffectLayer sc_assistant_layer = new EffectLayer("Shortcut Assistant");

            if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).shortcuts_assistant_enabled)
            {
                if (Global.held_modified == Keys.LControlKey || Global.held_modified == Keys.RControlKey)
                {
                    if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).shortcuts_assistant_bim_bg)
                    {
                        sc_assistant_layer.Fill(Color.FromArgb(169, 0, 0, 0));
                    }

                    if (Global.held_modified == Keys.LControlKey)
                    {
                        sc_assistant_layer.Set(Devices.DeviceKeys.LEFT_CONTROL, (Global.Configuration.desktop_profile.Settings as DesktopSettings).ctrl_key_color);
                    }
                    else
                    {
                        sc_assistant_layer.Set(Devices.DeviceKeys.RIGHT_CONTROL, (Global.Configuration.desktop_profile.Settings as DesktopSettings).ctrl_key_color);
                    }
                    sc_assistant_layer.Set((Global.Configuration.desktop_profile.Settings as DesktopSettings).ctrl_key_sequence, (Global.Configuration.desktop_profile.Settings as DesktopSettings).ctrl_key_color);
                }
                else if (Global.held_modified == Keys.LMenu || Global.held_modified == Keys.RMenu)
                {
                    if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).shortcuts_assistant_bim_bg)
                    {
                        sc_assistant_layer.Fill(Color.FromArgb(169, 0, 0, 0));
                    }

                    if (Global.held_modified == Keys.LMenu)
                    {
                        sc_assistant_layer.Set(Devices.DeviceKeys.LEFT_ALT, (Global.Configuration.desktop_profile.Settings as DesktopSettings).alt_key_color);
                    }
                    else
                    {
                        sc_assistant_layer.Set(Devices.DeviceKeys.RIGHT_ALT, (Global.Configuration.desktop_profile.Settings as DesktopSettings).alt_key_color);
                    }
                    sc_assistant_layer.Set((Global.Configuration.desktop_profile.Settings as DesktopSettings).alt_key_sequence, (Global.Configuration.desktop_profile.Settings as DesktopSettings).alt_key_color);
                }
                else if (Global.held_modified == Keys.LWin || Global.held_modified == Keys.RWin)
                {
                    if ((Global.Configuration.desktop_profile.Settings as DesktopSettings).shortcuts_assistant_bim_bg)
                    {
                        sc_assistant_layer.Fill(Color.FromArgb(169, 0, 0, 0));
                    }

                    if (Global.held_modified == Keys.LWin)
                    {
                        sc_assistant_layer.Set(Devices.DeviceKeys.LEFT_WINDOWS, (Global.Configuration.desktop_profile.Settings as DesktopSettings).win_key_color);
                    }
                    else
                    {
                        sc_assistant_layer.Set(Devices.DeviceKeys.RIGHT_WINDOWS, (Global.Configuration.desktop_profile.Settings as DesktopSettings).win_key_color);
                    }
                    sc_assistant_layer.Set((Global.Configuration.desktop_profile.Settings as DesktopSettings).win_key_sequence, (Global.Configuration.desktop_profile.Settings as DesktopSettings).win_key_color);
                }
            }
            layers.Enqueue(sc_assistant_layer);

            frame.AddLayers(layers.ToArray());
        }
コード例 #13
0
        public override void UpdateLights(EffectFrame frame)
        {
            currenttime = Utils.Time.GetMillisecondsSinceEpoch();

            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            //update background
            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_enabled)
            {
                EffectLayer bg_layer = new EffectLayer("Payday 2 - Background");

                Color bg_color = (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).ambient_color;

                if ((level_phase == LevelPhase.Assault || level_phase == LevelPhase.Winters) && game_state == GameStates.Ingame)
                {
                    if (level_phase == LevelPhase.Assault)
                    {
                        bg_color = (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).assault_color;
                    }
                    else if (level_phase == LevelPhase.Winters)
                    {
                        bg_color = (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).winters_color;
                    }

                    double blend_percent = Math.Pow(Math.Sin(((currenttime % 1300L) / 1300.0D) * (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).assault_speed_mult * 2.0D * Math.PI), 2.0D);

                    bg_color = Utils.ColorUtils.BlendColors((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).assault_fade_color, bg_color, blend_percent);

                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).assault_animation_enabled)
                    {
                        Color effect_contours            = Color.FromArgb(200, Color.Black);
                        float animation_stage_yoffset    = 20.0f;
                        float animation_repeat_keyframes = 250.0f; //Effects.canvas_width * 2.0f;

                        /* Effect visual:
                         *
                         * / /  ----  / /
                         *
                         */

                        EffectColorFunction line1_col_func = new EffectColorFunction(
                            new EffectLine(-1f, Effects.canvas_width + assault_yoffset + animation_stage_yoffset),
                            new ColorSpectrum(effect_contours),
                            2);

                        EffectColorFunction line2_col_func = new EffectColorFunction(
                            new EffectLine(-1f, Effects.canvas_width + assault_yoffset + 9.0f + animation_stage_yoffset),
                            new ColorSpectrum(effect_contours),
                            2);

                        EffectColorFunction line3_col_func = new EffectColorFunction(
                            new EffectLine(new EffectPoint(Effects.canvas_width + assault_yoffset + 17.0f + animation_stage_yoffset, Effects.canvas_height / 2.0f), new EffectPoint(Effects.canvas_width + assault_yoffset + 34.0f + animation_stage_yoffset, Effects.canvas_height / 2.0f), true),
                            new ColorSpectrum(effect_contours),
                            6);

                        EffectColorFunction line4_col_func = new EffectColorFunction(
                            new EffectLine(-1f, Effects.canvas_width + assault_yoffset + 52.0f + animation_stage_yoffset),
                            new ColorSpectrum(effect_contours),
                            2);

                        EffectColorFunction line5_col_func = new EffectColorFunction(
                            new EffectLine(-1f, Effects.canvas_width + assault_yoffset + 61.0f + animation_stage_yoffset),
                            new ColorSpectrum(effect_contours),
                            2);

                        assault_yoffset -= 0.50f;
                        assault_yoffset  = assault_yoffset % animation_repeat_keyframes;

                        bg_layer.AddPostFunction(line1_col_func);
                        bg_layer.AddPostFunction(line2_col_func);
                        //bg_layer.AddPostFunction(line3_col_func);
                        bg_layer.AddPostFunction(line4_col_func);
                        bg_layer.AddPostFunction(line5_col_func);
                    }

                    bg_layer.Fill(bg_color);

                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_peripheral_use)
                    {
                        bg_layer.Set(Devices.DeviceKeys.Peripheral, bg_color);
                    }
                }
                else if (level_phase == LevelPhase.Stealth && game_state == GameStates.Ingame)
                {
                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_show_suspicion)
                    {
                        double percentSuspicious = ((double)suspicion_amount / (double)1.0);

                        ColorSpectrum suspicion_spec = new ColorSpectrum((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).low_suspicion_color, (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).high_suspicion_color);
                        suspicion_spec.SetColorAt(0.5f, (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).medium_suspicion_color);

                        Settings.KeySequence suspicionSequence = new Settings.KeySequence(new Settings.FreeFormObject(0, 0, 1.0f / (Effects.editor_to_canvas_width / Effects.canvas_width), 1.0f / (Effects.editor_to_canvas_height / Effects.canvas_height)));

                        bg_layer.PercentEffect(suspicion_spec, suspicionSequence, percentSuspicious, 1.0D, (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).suspicion_effect_type);

                        if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_peripheral_use)
                        {
                            bg_layer.Set(Devices.DeviceKeys.Peripheral, suspicion_spec.GetColorAt((float)percentSuspicious));
                        }
                    }
                }
                else if (level_phase == LevelPhase.Point_of_no_return && game_state == GameStates.Ingame)
                {
                    ColorSpectrum no_return_spec = new ColorSpectrum(Color.Red, Color.Yellow);

                    Color no_return_color = no_return_spec.GetColorAt(no_return_flashamount);
                    no_return_flashamount -= 0.05f;

                    if (no_return_flashamount < 0.0f)
                    {
                        no_return_flashamount = 0.0f;
                    }

                    bg_layer.Fill(no_return_color);

                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_peripheral_use)
                    {
                        bg_layer.Set(Devices.DeviceKeys.Peripheral, no_return_color);
                    }
                }
                else
                {
                    bg_layer.Fill(bg_color);

                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_peripheral_use)
                    {
                        bg_layer.Set(Devices.DeviceKeys.Peripheral, bg_color);
                    }
                }

                layers.Enqueue(bg_layer);
            }

            if (game_state == GameStates.Ingame)
            {
                if (
                    player_state == PlayerState.Mask_Off ||
                    player_state == PlayerState.Standard ||
                    player_state == PlayerState.Jerry1 ||
                    player_state == PlayerState.Jerry2 ||
                    player_state == PlayerState.Tased ||
                    player_state == PlayerState.Bipod ||
                    player_state == PlayerState.Carry
                    )
                {
                    //Update Health
                    EffectLayer hpbar_layer = new EffectLayer("Payday 2 - HP Bar");
                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).health_enabled)
                    {
                        hpbar_layer.PercentEffect((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).healthy_color,
                                                  (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).hurt_color,
                                                  (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).health_sequence,
                                                  (double)health,
                                                  (double)health_max,
                                                  (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).health_effect_type);
                    }

                    layers.Enqueue(hpbar_layer);

                    //Update Health
                    EffectLayer ammobar_layer = new EffectLayer("Payday 2 - Ammo Bar");
                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).ammo_enabled)
                    {
                        hpbar_layer.PercentEffect((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).ammo_color,
                                                  (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).noammo_color,
                                                  (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).ammo_sequence,
                                                  (double)clip,
                                                  (double)clip_max,
                                                  (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).ammo_effect_type);
                    }

                    layers.Enqueue(ammobar_layer);
                }
                else if (player_state == PlayerState.Incapacitated || player_state == PlayerState.Bleed_out || player_state == PlayerState.Fatal)
                {
                    int incapAlpha = (int)(down_time > 10 ? 0 : 255 * (1.0D - (double)down_time / 10.0D));

                    if (incapAlpha > 255)
                    {
                        incapAlpha = 255;
                    }
                    else if (incapAlpha < 0)
                    {
                        incapAlpha = 0;
                    }

                    Color       incapColor  = Color.FromArgb(incapAlpha, (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).downed_color);
                    EffectLayer incap_layer = new EffectLayer("Payday 2 - Incapacitated", incapColor);
                    incap_layer.Set(Devices.DeviceKeys.Peripheral, incapColor);

                    layers.Enqueue(incap_layer);
                }
                else if (player_state == PlayerState.Arrested)
                {
                    Color       arrstedColor   = (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).arrested_color;
                    EffectLayer arrested_layer = new EffectLayer("Payday 2 - Arrested", arrstedColor);
                    arrested_layer.Set(Devices.DeviceKeys.Peripheral, arrstedColor);

                    layers.Enqueue(arrested_layer);
                }

                if (isSwanSong && (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).swansong_enabled)
                {
                    EffectLayer swansong_layer = new EffectLayer("Payday 2 - Swansong");

                    double blend_percent = Math.Pow(Math.Cos((currenttime % 1300L) / 1300.0D * (Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).swansong_speed_mult * 2.0D * Math.PI), 2.0D);

                    Color swansongColor = Utils.ColorUtils.MultiplyColorByScalar((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).swansong_color, blend_percent);

                    swansong_layer.Fill(swansongColor);

                    if ((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).bg_peripheral_use)
                    {
                        swansong_layer.Set(Devices.DeviceKeys.Peripheral, swansongColor);
                    }

                    layers.Enqueue(swansong_layer);
                }

                //Update Flashed
                if (flashbang_amount > 0)
                {
                    EffectLayer flashed_layer = new EffectLayer("Payday 2 - Flashed");

                    Color flash_color = Utils.ColorUtils.MultiplyColorByScalar(Color.White, flashbang_amount);

                    flashed_layer.Fill(flash_color);

                    layers.Enqueue(flashed_layer);
                }
            }

            //ColorZones
            EffectLayer cz_layer = new EffectLayer("Payday 2 - Color Zones");

            cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as PD2Settings).lighting_areas.ToArray());
            layers.Enqueue(cz_layer);

            //Scripts
            Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state);

            frame.AddLayers(layers.ToArray());

            lasttime = currenttime;
        }
コード例 #14
0
ファイル: GameEvent_CSGO.cs プロジェクト: twigglius/Aurora
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            //update background
            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bg_team_enabled)
            {
                EffectLayer bg_layer = new EffectLayer("CSGO - Background");

                Color bg_color = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ambient_color;

                if (current_team == PlayerTeam.T)
                {
                    bg_color = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).t_color;
                }
                else if (current_team == PlayerTeam.CT)
                {
                    bg_color = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ct_color;
                }

                if (current_team != PlayerTeam.Undefined)
                {
                    if (dim_bg_at <= general_timer.ElapsedMilliseconds)
                    {
                        isDimming = true;
                        bg_color  = Utils.ColorUtils.MultiplyColorByScalar(bg_color, getDimmingValue());
                    }
                    else
                    {
                        isDimming = false;
                        dim_value = 1.0;
                    }
                }

                bg_layer.Fill(bg_color);

                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bg_peripheral_use)
                {
                    bg_layer.Set(Devices.DeviceKeys.Peripheral, bg_color);
                }
                layers.Enqueue(bg_layer);
            }

            //Not initialized
            if (current_team != PlayerTeam.Undefined)
            {
                //Update Health
                EffectLayer hpbar_layer = new EffectLayer("CSGO - HP Bar");
                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).health_enabled)
                {
                    hpbar_layer.PercentEffect((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).healthy_color,
                                              (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).hurt_color,
                                              (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).health_sequence,
                                              (double)health,
                                              (double)health_max,
                                              (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).health_effect_type);
                }

                layers.Enqueue(hpbar_layer);

                //Update Ammo
                EffectLayer ammobar_layer = new EffectLayer("CSGO - Ammo Bar");
                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ammo_enabled)
                {
                    ammobar_layer.PercentEffect((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ammo_color,
                                                (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).noammo_color,
                                                (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ammo_sequence,
                                                (double)clip,
                                                (double)clip_max,
                                                (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ammo_effect_type);
                }

                layers.Enqueue(ammobar_layer);


                //Update Bomb
                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_enabled)
                {
                    EffectLayer bomb_effect_layer = new EffectLayer("CSGO - Bomb Effect");

                    Devices.DeviceKeys[] _bombkeys = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_sequence.keys.ToArray();

                    if (bombstate == BombState.Planted)
                    {
                        if (!bombtimer.IsRunning)
                        {
                            bombtimer.Restart();
                            bombflashcount = 0;
                            bombflashtime  = 0;
                            bombflashedat  = 0;
                        }

                        double bombflashamount = 1.0;
                        bool   isCritical      = false;


                        if (bombtimer.ElapsedMilliseconds < 38000)
                        {
                            if (bombtimer.ElapsedMilliseconds >= bombflashtime)
                            {
                                bombflash     = true;
                                bombflashedat = bombtimer.ElapsedMilliseconds;
                                bombflashtime = bombtimer.ElapsedMilliseconds + (1000 - (bombflashcount++ *13));
                            }

                            bombflashamount = Math.Pow(Math.Sin((bombtimer.ElapsedMilliseconds - bombflashedat) / 80.0 + 0.25), 2.0);
                        }
                        else if (bombtimer.ElapsedMilliseconds >= 38000)
                        {
                            isCritical      = true;
                            bombflashamount = (double)bombtimer.ElapsedMilliseconds / 40000.0;
                        }
                        else if (bombtimer.ElapsedMilliseconds >= 45000)
                        {
                            bombtimer.Stop();
                            bombstate = BombState.Undefined;
                        }

                        if (!isCritical)
                        {
                            if (bombflashamount <= 0.05 && bombflash)
                            {
                                bombflash = false;
                            }

                            if (!bombflash)
                            {
                                bombflashamount = 0.0;
                            }
                        }

                        if (!(Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_gradual)
                        {
                            bombflashamount = Math.Round(bombflashamount);
                        }

                        foreach (Devices.DeviceKeys key in _bombkeys)
                        {
                            if (isCritical)
                            {
                                Color bombcolor_critical = Utils.ColorUtils.MultiplyColorByScalar((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_primed_color, Math.Min(bombflashamount, 1.0));

                                bomb_effect_layer.Set(key, bombcolor_critical);

                                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_peripheral_use)
                                {
                                    bomb_effect_layer.Set(Devices.DeviceKeys.Peripheral, bombcolor_critical);
                                }
                            }
                            else
                            {
                                Color bombcolor = Utils.ColorUtils.MultiplyColorByScalar((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_flash_color, Math.Min(bombflashamount, 1.0));

                                bomb_effect_layer.Set(key, bombcolor);
                                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_peripheral_use)
                                {
                                    bomb_effect_layer.Set(Devices.DeviceKeys.Peripheral, bombcolor);
                                }
                            }
                        }
                    }
                    else if (bombstate == BombState.Defused)
                    {
                        bombtimer.Stop();
                        if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_display_winner_color)
                        {
                            foreach (Devices.DeviceKeys key in _bombkeys)
                            {
                                bomb_effect_layer.Set(key, (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ct_color);
                            }

                            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_peripheral_use)
                            {
                                bomb_effect_layer.Set(Devices.DeviceKeys.Peripheral, (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).ct_color);
                            }
                        }
                    }
                    else if (bombstate == BombState.Exploded)
                    {
                        bombtimer.Stop();
                        if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_display_winner_color)
                        {
                            foreach (Devices.DeviceKeys key in _bombkeys)
                            {
                                bomb_effect_layer.Set(key, (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).t_color);
                            }
                            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).bomb_peripheral_use)
                            {
                                bomb_effect_layer.Set(Devices.DeviceKeys.Peripheral, (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).t_color);
                            }
                        }
                    }
                    else
                    {
                        bombtimer.Stop();
                    }

                    layers.Enqueue(bomb_effect_layer);
                }
            }

            //Kills Indicator
            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).kills_indicator && isLocal)
            {
                EffectLayer          kills_indicator_layer = new EffectLayer("CSGO - Kills Indicator");
                Devices.DeviceKeys[] _killsKeys            = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).kills_sequence.keys.ToArray();
                for (int pos = 0; pos < _killsKeys.Length; pos++)
                {
                    if (pos < roundKills.Count)
                    {
                        switch (roundKills[pos])
                        {
                        case (RoundKillType.Regular):
                            kills_indicator_layer.Set(_killsKeys[pos], (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).kills_regular_color);
                            break;

                        case (RoundKillType.Headshot):
                            kills_indicator_layer.Set(_killsKeys[pos], (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).kills_headshot_color);
                            break;
                        }
                    }
                }
                layers.Enqueue(kills_indicator_layer);
            }

            //ColorZones
            EffectLayer cz_layer = new EffectLayer("CSGO - Color Zones");

            cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).lighting_areas.ToArray());
            layers.Enqueue(cz_layer);

            //Update Burning

            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_enabled && burnamount > 0)
            {
                EffectLayer burning_layer   = new EffectLayer("CSGO - Burning");
                double      burning_percent = (double)burnamount / 255.0;
                Color       burncolor       = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_color;

                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_animation)
                {
                    int  red_adjusted = (int)((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_color.R + (Math.Cos((general_timer.ElapsedMilliseconds + randomizer.Next(75)) / 75.0) * 0.15 * 255));
                    byte red          = 0;

                    if (red_adjusted > 255)
                    {
                        red = 255;
                    }
                    else if (red_adjusted < 0)
                    {
                        red = 0;
                    }
                    else
                    {
                        red = (byte)red_adjusted;
                    }

                    int  green_adjusted = (int)((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_color.G + (Math.Sin((general_timer.ElapsedMilliseconds + randomizer.Next(150)) / 75.0) * 0.15 * 255));
                    byte green          = 0;

                    if (green_adjusted > 255)
                    {
                        green = 255;
                    }
                    else if (green_adjusted < 0)
                    {
                        green = 0;
                    }
                    else
                    {
                        green = (byte)green_adjusted;
                    }

                    int  blue_adjusted = (int)((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_color.B + (Math.Cos((general_timer.ElapsedMilliseconds + randomizer.Next(225)) / 75.0) * 0.15 * 255));
                    byte blue          = 0;

                    if (blue_adjusted > 255)
                    {
                        blue = 255;
                    }
                    else if (blue_adjusted < 0)
                    {
                        blue = 0;
                    }
                    else
                    {
                        blue = (byte)blue_adjusted;
                    }

                    burncolor = Color.FromArgb(burnamount, red, green, blue);
                }

                burning_layer.Fill(burncolor);

                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).burning_peripheral_use)
                {
                    burning_layer.Set(Devices.DeviceKeys.Peripheral, burncolor);
                }
                layers.Enqueue(burning_layer);
            }

            //Update Flashed
            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).flashbang_enabled && flashamount > 0)
            {
                EffectLayer flashed_layer = new EffectLayer("CSGO - Flashed");
                double      flash_percent = (double)flashamount / 255.0;

                Color flash_color = Color.FromArgb(flashamount, (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).flash_color);

                flashed_layer.Fill(flash_color);

                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).flashbang_peripheral_use)
                {
                    flashed_layer.Set(Devices.DeviceKeys.Peripheral, flash_color);
                }
                layers.Enqueue(flashed_layer);
            }

            //Update Typing Keys
            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).typing_enabled && current_activity == PlayerActivity.TextInput)
            {
                EffectLayer          typing_keys_layer = new EffectLayer("CSGO - Typing Keys");
                Devices.DeviceKeys[] _typingkeys       = (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).typing_sequence.keys.ToArray();
                foreach (Devices.DeviceKeys key in _typingkeys)
                {
                    typing_keys_layer.Set(key, (Global.Configuration.ApplicationProfiles[profilename].Settings as CSGOSettings).typing_color);
                }

                layers.Enqueue(typing_keys_layer);
            }


            if (general_timer.Elapsed.Seconds % this.updateRate == 0 && (general_timer.Elapsed.Seconds != this.lastUpdate))
            {
                this.lastUpdate = general_timer.Elapsed.Seconds;
            }

            //Scripts
            Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state);

            frame.AddLayers(layers.ToArray());
        }
コード例 #15
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            Process[] process_search = Process.GetProcessesByName("RocketLeague");

            if (process_search.Length != 0)
            {
                using (MemoryReader memread = new MemoryReader(process_search[0]))
                {
                    team = memread.ReadInt(pointers.Team.baseAddress, pointers.Team.pointers);

                    team1_score = memread.ReadInt(pointers.Orange_score.baseAddress, pointers.Orange_score.pointers); //Orange Team
                    team2_score = memread.ReadInt(pointers.Blue_score.baseAddress, pointers.Blue_score.pointers);     //Blue Team

                    boost_amount = memread.ReadFloat(pointers.Boost_amount.baseAddress, pointers.Boost_amount.pointers);
                }
            }


            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_enabled)
            {
                EffectLayer bg_layer = new EffectLayer("Rocket League - Background");

                if (GameEvent_RocketLeague.team == 1 && (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_use_team_color)
                {
                    bg_layer.Fill((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_team_1);
                }
                else if (GameEvent_RocketLeague.team == 0 && (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_use_team_color)
                {
                    bg_layer.Fill((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_team_2);
                }
                else
                {
                    bg_layer.Fill((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_ambient_color);
                }

                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_show_team_score_split)
                {
                    if (team1_score != 0 || team2_score != 0)
                    {
                        int total_score = team1_score + team2_score;


                        LinearGradientBrush the__split_brush =
                            new LinearGradientBrush(
                                new Point(0, 0),
                                new Point(Effects.canvas_biggest, 0),
                                Color.Red, Color.Red);
                        Color[] colors = new Color[]
                        {
                            (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_team_1,     //Orange
                            (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_team_1,     //Orange "Line"
                            (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_team_2,     //Blue "Line"
                            (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).bg_team_2      //Blue
                        };
                        int     num_colors      = colors.Length;
                        float[] blend_positions = new float[num_colors];

                        if (team1_score > team2_score)
                        {
                            blend_positions[0] = 0.0f;
                            blend_positions[1] = ((float)team1_score / (float)total_score) - 0.01f;
                            blend_positions[2] = ((float)team1_score / (float)total_score) + 0.01f;
                            blend_positions[3] = 1.0f;
                        }
                        else if (team1_score < team2_score)
                        {
                            blend_positions[0] = 0.0f;
                            blend_positions[1] = (1.0f - ((float)team2_score / (float)total_score)) - 0.01f;
                            blend_positions[2] = (1.0f - ((float)team2_score / (float)total_score)) + 0.01f;
                            blend_positions[3] = 1.0f;
                        }
                        else
                        {
                            blend_positions[0] = 0.0f;
                            blend_positions[1] = 0.49f;
                            blend_positions[2] = 0.51f;
                            blend_positions[3] = 1.0f;
                        }

                        ColorBlend color_blend = new ColorBlend();
                        color_blend.Colors    = colors;
                        color_blend.Positions = blend_positions;
                        the__split_brush.InterpolationColors = color_blend;

                        bg_layer.Fill(the__split_brush);
                    }
                }

                layers.Enqueue(bg_layer);
            }

            if ((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).boost_enabled)
            {
                EffectLayer boost_layer = new EffectLayer("Rocket League - Boost Indicator");

                double percentOccupied = boost_amount;

                ColorSpectrum boost_spec = new ColorSpectrum((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).boost_low, (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).boost_high);
                boost_spec.SetColorAt(0.75f, (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).boost_mid);

                boost_layer.PercentEffect(boost_spec, (Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).boost_sequence, percentOccupied, 1.0D, PercentEffectType.Progressive_Gradual);

                if ((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).boost_peripheral_use)
                {
                    boost_layer.Set(Devices.DeviceKeys.Peripheral, boost_spec.GetColorAt((float)Math.Round(percentOccupied, 1)));
                }

                layers.Enqueue(boost_layer);
            }

            //ColorZones
            EffectLayer cz_layer = new EffectLayer("Rocket League - Color Zones");

            cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as RocketLeagueSettings).lighting_areas.ToArray());
            layers.Enqueue(cz_layer);

            //Scripts
            Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers);

            frame.AddLayers(layers.ToArray());
        }
コード例 #16
0
        public override EffectLayer Render(IGameState state)
        {
            EffectLayer bg_layer = new EffectLayer("Payday 2 - Background");

            if (state is GameState_PD2)
            {
                GameState_PD2 pd2 = (GameState_PD2)state;

                Color bg_color = Properties.AmbientColor;

                long currenttime = Utils.Time.GetMillisecondsSinceEpoch();

                if ((pd2.Level.Phase == LevelPhase.Assault || pd2.Level.Phase == LevelPhase.Winters) && pd2.Game.State == GameStates.Ingame)
                {
                    if (pd2.Level.Phase == LevelPhase.Assault)
                    {
                        bg_color = Properties.AssaultColor;
                    }
                    else if (pd2.Level.Phase == LevelPhase.Winters)
                    {
                        bg_color = Properties.WintersColor;
                    }

                    double blend_percent = Math.Pow(Math.Sin(((currenttime % 1300L) / 1300.0D) * Properties.AssaultSpeedMultiplier * 2.0D * Math.PI), 2.0D);

                    bg_color = Utils.ColorUtils.BlendColors(Properties.AssaultFadeColor, bg_color, blend_percent);

                    if (Properties.AssaultAnimationEnabled)
                    {
                        Color effect_contours            = Color.FromArgb(200, Color.Black);
                        float animation_stage_yoffset    = 20.0f;
                        float animation_repeat_keyframes = 250.0f; //Effects.canvas_width * 2.0f;

                        /* Effect visual:
                         *
                         * / /  ----  / /
                         *
                         */

                        /*
                         * !!!NOTE: TO BE REWORKED INTO ANIMATIONS!!!
                         *
                         * EffectColorFunction line1_col_func = new EffectColorFunction(
                         *  new EffectLine(-1f, Effects.canvas_width + assault_yoffset + animation_stage_yoffset),
                         *  new ColorSpectrum(effect_contours),
                         *  2);
                         *
                         * EffectColorFunction line2_col_func = new EffectColorFunction(
                         *  new EffectLine(-1f, Effects.canvas_width + assault_yoffset + 9.0f + animation_stage_yoffset),
                         *  new ColorSpectrum(effect_contours),
                         *  2);
                         *
                         * EffectColorFunction line3_col_func = new EffectColorFunction(
                         *  new EffectLine(new EffectPoint(Effects.canvas_width + assault_yoffset + 17.0f + animation_stage_yoffset, Effects.canvas_height / 2.0f), new EffectPoint(Effects.canvas_width + assault_yoffset + 34.0f + animation_stage_yoffset, Effects.canvas_height / 2.0f), true),
                         *  new ColorSpectrum(effect_contours),
                         *  6);
                         *
                         * EffectColorFunction line4_col_func = new EffectColorFunction(
                         *  new EffectLine(-1f, Effects.canvas_width + assault_yoffset + 52.0f + animation_stage_yoffset),
                         *  new ColorSpectrum(effect_contours),
                         *  2);
                         *
                         * EffectColorFunction line5_col_func = new EffectColorFunction(
                         *  new EffectLine(-1f, Effects.canvas_width + assault_yoffset + 61.0f + animation_stage_yoffset),
                         *  new ColorSpectrum(effect_contours),
                         *  2);
                         *
                         * assault_yoffset -= 0.50f;
                         * assault_yoffset = assault_yoffset % animation_repeat_keyframes;
                         *
                         * bg_layer.AddPostFunction(line1_col_func);
                         * bg_layer.AddPostFunction(line2_col_func);
                         * //bg_layer.AddPostFunction(line3_col_func);
                         * bg_layer.AddPostFunction(line4_col_func);
                         * bg_layer.AddPostFunction(line5_col_func);
                         *
                         */
                    }

                    bg_layer.Fill(bg_color);

                    if (Properties.PeripheralUse)
                    {
                        bg_layer.Set(Devices.DeviceKeys.Peripheral, bg_color);
                    }
                }
                else if (pd2.Level.Phase == LevelPhase.Stealth && pd2.Game.State == GameStates.Ingame)
                {
                    if (Properties.ShowSuspicion)
                    {
                        double percentSuspicious = ((double)pd2.Players.LocalPlayer.SuspicionAmount / (double)1.0);

                        ColorSpectrum suspicion_spec = new ColorSpectrum(Properties.LowSuspicionColor, Properties.HighSuspicionColor);
                        suspicion_spec.SetColorAt(0.5f, Properties.MediumSuspicionColor);

                        Settings.KeySequence suspicionSequence = new Settings.KeySequence(new Settings.FreeFormObject(0, 0, 1.0f / (Effects.editor_to_canvas_width / Effects.canvas_width), 1.0f / (Effects.editor_to_canvas_height / Effects.canvas_height)));

                        bg_layer.PercentEffect(suspicion_spec, suspicionSequence, percentSuspicious, 1.0D, Properties.SuspicionEffectType);

                        if (Properties.PeripheralUse)
                        {
                            bg_layer.Set(Devices.DeviceKeys.Peripheral, suspicion_spec.GetColorAt((float)percentSuspicious));
                        }
                    }
                }
                else if (pd2.Level.Phase == LevelPhase.Point_of_no_return && pd2.Game.State == GameStates.Ingame)
                {
                    ColorSpectrum no_return_spec = new ColorSpectrum(Color.Red, Color.Yellow);
                    if (pd2.Level.NoReturnTime != no_return_timeleft)
                    {
                        no_return_timeleft    = pd2.Level.NoReturnTime;
                        no_return_flashamount = 1.0f;
                    }

                    Color no_return_color = no_return_spec.GetColorAt(no_return_flashamount);
                    no_return_flashamount -= 0.05f;

                    if (no_return_flashamount < 0.0f)
                    {
                        no_return_flashamount = 0.0f;
                    }

                    bg_layer.Fill(no_return_color);

                    if (Properties.PeripheralUse)
                    {
                        bg_layer.Set(Devices.DeviceKeys.Peripheral, no_return_color);
                    }
                }
                else
                {
                    bg_layer.Fill(bg_color);

                    if (Properties.PeripheralUse)
                    {
                        bg_layer.Set(Devices.DeviceKeys.Peripheral, bg_color);
                    }
                }
            }

            return(bg_layer);
        }