using UnityEngine; namespace RoR2.PostProcessing; public class ScreenDamageCalculatorDefault : ScreenDamageCalculator { private const float deathWeight = 0.5f; private const float hitTintDecayTime = 0.6f; private const float hitTintScale = 0.9f; private float healthPercentage; private float totalStrength; private float hitTint; private ScreenDamageData _screenDamageData = new ScreenDamageData(Color.red, 0f, 0f, 0f, _combineAdditively: false); public override ScreenDamageData screenDamageData => _screenDamageData; public bool combineAdditively => false; public override void CalculateScreenDamage(ScreenDamage screenDamage, HealthComponent targetHealthComponent) { totalStrength = 0.5f; hitTint = 0f; if ((bool)targetHealthComponent) { healthPercentage = Mathf.Clamp(targetHealthComponent.health / targetHealthComponent.fullHealth, 0f, 1f); hitTint = Mathf.Clamp01(1f - targetHealthComponent.timeSinceLastHit / 0.6f) * 0.9f; if (targetHealthComponent.health <= 0f) { totalStrength = 0f; } } if (screenDamage.debugHealthPercentage != 0f) { healthPercentage = screenDamage.debugHealthPercentage; } _screenDamageData.distortionStrength = totalStrength * screenDamage.DistortionScale * Mathf.Pow(1f - healthPercentage, screenDamage.DistortionPower); _screenDamageData.desaturationStrength = totalStrength * screenDamage.DesaturationScale * Mathf.Pow(1f - healthPercentage, screenDamage.DesaturationPower); _screenDamageData.tintStrength = totalStrength * screenDamage.TintScale * (Mathf.Pow(1f - healthPercentage, screenDamage.TintPower) + hitTint); } public override void End() { } }