DayZ 1.27
DayZ Explorer by KGB
 
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◆ UpdateLight()

void FlammableBase::UpdateLight ( )
inlineprotected

См. определение в файле Torch.c строка 552

553 {
554 if (!m_Light)
555 {
556 m_Light = TorchLight.Cast( ScriptedLightBase.CreateLight( TorchLight, Vector(0,0,0), 1 ) );
557 m_Light.AttachOnObject(this, m_ParticleLocalPos + Vector (0,0.2,0));
558 }
559
560 if (m_FireParticle)
561 {
562 Object direct_particle = m_FireParticle.GetDirectParticleEffect();
563
564 if (direct_particle && direct_particle != m_Light.GetAttachmentParent())
565 {
566 m_Light.AttachOnObject(direct_particle, Vector(0,0.2,0));
567 }
568 }
569
570 float update_interval = GetCompEM().GetUpdateInterval();
571
573 {
574 float brightness_coef = GetQuantity() / m_StartFadeOutOfLightAtQuantityEx;
575 float radius_coef = GetQuantity() / m_StartFadeOutOfLightAtQuantityEx;
576
577 if (radius_coef < m_StartFadeOutOfLightAtQuantityEx/10)
578 radius_coef = m_StartFadeOutOfLightAtQuantityEx/10;
579
580 if (brightness_coef < m_StartFadeOutOfLightAtQuantityEx/10)
581 brightness_coef = m_StartFadeOutOfLightAtQuantityEx/10;
582
583 m_Light.FadeBrightnessTo(m_Light.m_TorchBrightness * brightness_coef, update_interval);
584 m_Light.FadeRadiusTo(m_Light.m_TorchRadius * radius_coef, update_interval);
585 }
586 else
587 {
588 m_Light.FadeBrightnessTo(m_Light.m_TorchBrightness, update_interval);
589 m_Light.FadeRadiusTo(m_Light.m_TorchRadius, update_interval);
590 }
591 }
override float GetQuantity()
Определения ItemBase.c:8154
vector m_ParticleLocalPos
Определения Torch.c:23
TorchLight m_Light
Определения Torch.c:26
Particle m_FireParticle
Определения Torch.c:9
int m_StartFadeOutOfLightAtQuantityEx
Определения Torch.c:19
class LOD Object
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки GetQuantity(), m_FireParticle, m_Light, m_ParticleLocalPos, m_StartFadeOutOfLightAtQuantityEx и Vector().

Используется в OnWork().