DIFF

FeverBlurState.c

class FeverBlurSymptom extends SymptomBase
{
	Material m_MatGauss;

	float m_BlurDuration;
	float m_BlurStrength;
	float m_EffectTime;
	float m_EffectStartTime;
	float m_Time;
	protected PPERequester_FeverEffects 	m_Requester;
	
	const float BLUR_STRENGTH_MIN = 0.15;
	const float BLUR_STRENGTH_MAX = 0.25;
	
	const int BLUR_DURATION_TIME_MIN = 1.5;
	const int BLUR_DURATION_TIME_MAX = 2.5;
	
	const int MIN_TIME_BETWEEN_EFFECTS = 25.0;
	const int MAX_TIME_BETWEEN_EFFECTS = 35.0;

	//this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute, don't put any gameplay code in here
	override void OnInit()
	{
		m_SymptomType = SymptomTypes.SECONDARY;
		m_Priority = 0;
		m_ID = SymptomIDs.SYMPTOM_FEVERBLUR;
		m_DestroyOnAnimFinish = true;
		m_IsPersistent = false;
		m_SyncToClient = true;
		
		if ( !g_Game.IsDedicatedServer() )
		{
			Class.CastTo(m_Requester,PPERequesterBank.GetRequester(PPERequester_FeverEffects));
		}
	}
	
	//!gets called every frame
	override void OnUpdateServer(PlayerBase player, float deltatime)
	{
		//int i = 1 + 1;
	}

	
	override void OnUpdateClient(PlayerBase player, float deltatime)
	{
		m_Time += deltatime;
		if ( m_EffectStartTime <= 0 )
		{
			m_EffectStartTime = Math.RandomFloatInclusive(MIN_TIME_BETWEEN_EFFECTS, MAX_TIME_BETWEEN_EFFECTS);
			m_BlurDuration = Math.RandomFloatInclusive(BLUR_DURATION_TIME_MIN, BLUR_DURATION_TIME_MAX);
			m_BlurStrength = Math.RandomFloat(BLUR_STRENGTH_MIN, BLUR_STRENGTH_MAX);
			//PrintString("m_BlurDuration=" +m_BlurDuration.ToString());
		}
		
		if ( m_EffectStartTime > 0 && m_Time > m_EffectStartTime )
		{
			m_EffectTime += deltatime / m_BlurDuration;
			float cos_value = Math.Sin(m_EffectTime  * Math.PI);
			float val = cos_value * m_BlurStrength;
			//Print(val);
			m_Requester.SetFeverIntensity(val);
			//PrintString("cos=" +cos_value.ToString());
			
			if ( m_EffectTime >= 1 )
			{
				m_EffectTime = 0;
				m_EffectStartTime = -1;
				m_Time = 0;
			}
		}
	}
	
	//!gets called once on an Symptom which is being activated
	override void OnGetActivatedServer(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
	}

	override void OnGetActivatedClient(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
	}

	override void OnGetDeactivatedServer(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
	}
	
	//!only gets called once on an active Symptom that is being deactivated
	override void OnGetDeactivatedClient(PlayerBase player)
	{
		m_Requester.Stop();
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
	}
}