304 {
305 float max;
306 float time;
307 float time_clamped;
308 float ret;
309
311 {
313
315 {
319 ret = Math.Lerp(
m_LastSwayMultiplier,PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,time_clamped/max);
320 }
322 {
324 ret = PlayerSwayConstants.SWAY_MULTIPLIER_STABLE;
325 }
326 else
327 {
331 ret = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,PlayerSwayConstants.SWAY_MULTIPLIER_EXHAUSTED,(time_clamped/max));
332 }
333 }
334 else
335 {
337 max = PlayerSwayConstants.SWAY_TIME_OUT;
340 }
341 return ret;
342 }
float m_StaminaPercentage
bool UpdateSwayState(int state)
float m_SwayStateStartTime
float m_LastSwayMultiplier