51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
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()
|
|
{
|
|
}
|
|
}
|