예제 #1
0
        public void ChangeHealthVignette(UpdateEvent evt, SelfTankNode tank, [JoinAll] ReadyBattleCameraNode camera, [JoinAll] SingleNode <HealthFeedbackMapEffectMaterialComponent> mapEffect)
        {
            float damageIntensity = camera.healthFeedbackCameraPrepared.HealthFeedbackPostEffect.DamageIntensity;
            float targetIntensity = camera.healthFeedbackCameraPrepared.TargetIntensity;
            float f = targetIntensity - damageIntensity;

            if (Mathf.Abs(f) > 0.0001f)
            {
                float num4 = Mathf.Sign(f) * mapEffect.component.IntensitySpeed;
                float num5 = damageIntensity + (num4 * evt.DeltaTime);
                num5 = (num4 <= 0f) ? Mathf.Clamp(num5, targetIntensity, damageIntensity) : Mathf.Clamp(num5, damageIntensity, targetIntensity);
                camera.healthFeedbackCameraPrepared.HealthFeedbackPostEffect.DamageIntensity = num5;
            }
        }
예제 #2
0
 public void DisableHealthVignette(NodeRemoveEvent evt, SelfTankNode tank, [Context, JoinAll] ReadyBattleCameraNode camera)
 {
     this.DisableHealthVignette(camera);
 }
예제 #3
0
 public void DisableHealthVignette(NodeAddedEvent evt, SelfTankNode tank, ReadyBattleCameraNode camera)
 {
     this.DisableHealthVignette(camera);
 }
예제 #4
0
 public void DisableHealthVignette(NodeAddedEvent evt, SelfDeadTankNode tank, ReadyBattleCameraNode camera)
 {
     camera.healthFeedbackCameraPrepared.TargetIntensity = 0f;
 }
예제 #5
0
 private void DisableHealthVignette(ReadyBattleCameraNode camera)
 {
     camera.healthFeedbackCameraPrepared.TargetIntensity = 0f;
     camera.healthFeedbackCameraPrepared.HealthFeedbackPostEffect.DamageIntensity = 0f;
 }
예제 #6
0
        public void ChangeHealthVignette(HealthChangedEvent evt, SelfActiveTankNode tank, [JoinAll] ReadyBattleCameraNode camera)
        {
            float num3 = tank.health.CurrentHealth / tank.health.MaxHealth;

            camera.healthFeedbackCameraPrepared.TargetIntensity = 1f - Mathf.Clamp01(num3);
        }