38 super.Init(input, type, layout_root, user_override);
40 m_EyeFrame = m_LayoutRoot.FindAnyWidgetById(EffectWidgetsTypes.EYE_VEINS);
68 override void Update(
float timeSlice = 0,
Param p = null,
int handle = -1)
98 float maskProgress = amount;
100 maskProgress =
Math.
Clamp(maskProgress, 0.0, 0.4);
112 const float ALPHA_MULTIPLIER_MIN = 0.1;
113 const float ALPHA_MULTIPLIER_MAX = 0.25;
115 int dayTime =
g_Game.GetMission().GetWorldData().GetDaytime();
116 float dayTimeValueOverride = 1.0;
122 dayTimeValueOverride = 0.1;
125 float alphaMultiplier =
Math.
Lerp(ALPHA_MULTIPLIER_MIN, ALPHA_MULTIPLIER_MAX, amount);
139 const float HDR_MIN = 0.005;
140 const float HDR_MAX = 1.0;
141 const float COLOR_MULTIPLIER_MIN = 0.1;
142 const float COLOR_MULTIPLIER_MAX = 0.5;
145 hdrMultiplier =
Math.
Clamp(hdrMultiplier ,HDR_MIN, HDR_MAX);
147 hdrMultiplier =
Math.
Lerp(COLOR_MULTIPLIER_MAX, COLOR_MULTIPLIER_MIN, hdrMultiplier);
155 while (w && w != m_LayoutRoot &&
m_Visible == state && w.IsVisibleHierarchy() != state)
Super root of all classes in Enforce script.
static float EaseInOutSine(float t)
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Manages all bleeding indicators and their updates.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native float GetSceneHDRMul(int camera)
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.
int ARGBF(float fa, float fr, float fg, float fb)
Converts <0.0, 1.0> ARGB into color.