sFramework_experimental
Information WARNING This is an experimental version of the mod meant for testing purposes. It may be unstable; use at your own risk. sFramework is the core of the sUDE project. It ships many features and utilities used and/or implemented by sUDE modules : Advanced PostProcessing Cameras Overlays Game and User configuration interface Helper classes and utilities for developing and debugging Improvements to base game… (more)
Information WARNING This is an experimental version of the mod meant for testing purposes. It may be unstable; use at your own risk. sFramework is the core of the sUDE project. It ships many features and utilities used and/or implemented by sUDE modules : Advanced PostProcessing Cameras Overlays Game and User configuration interface Helper classes and utilities for developing and debugging Improvements to base game classes more... PostProcessing effects sFramework ships a centralized post processing effects manager, with the goal of allowing multiple requests of the same effects, without hardcoding them. SPPEffect SPPEffect is the "container" of any PostProcess Effect you wish to add to it (e.g. saturation, vignette, motion blur etc.). SPPEffect myPPE = new SPPEffect(); To add a parameter use the provided setters: myPPE.setVignette(intensity, color); myPPE.setRadialBlur(powerX, powerY, offsetX, offsetY); myPPE.setChromAber(powerX, powerY); //... To apply it, "hand it over" to the SPPEManager, which will calculate the correct value of all active SPPEffect and then apply it SPPEManager.activate(myPPE); //SPPEManager.deactivate(myPPE); // to deactivate the effect SPPEffectAnimated A SPPEffectAnimated is just like a SPPEffect, but it has an animation mechanism which allows you to animate the values of a PostProcess effect. A SPPEffectAnimated is an abstract class. You need to implement it with your own class and override the onAnimate() method, which will be called on every frame. There also is a timed variant SPPEffectTimed, which will be automatically deactivated once a certain amount has passed. To create your animation, simply extend either SPPEffectAnimated or SPPEffectTimed class MyLoopAnimation : PPELoopedParams{ override void onAnimate(float deltaTime){ /* change PPE values here setOverlay(...); setChromAber(...); setCameraEffects(...); */ setVignetteIntensity( Math.Sin(getTime()) ); } } class MyTimedAnimation : SPPEffectTimed{ override void onAnimate(float deltaTime){ setVignetteIntensity( Math.Cos(getTime()) ); } } A SPPEffectTimed also has a "duration" which can be set with the constructor, or the provided method: MyTimedAnimation myTimedAnimation = new MyTimedAnimation(6); // the animation will last 6 seconds myTimedAnimation.setDuration(10.0); // the animation will last 10 seconds The activation of the animation is identical to any other SPPEffect MyLoopAnimation myAnimation = new MyLoopAnimation(); SPPEManager.activate(myAnimation); MyTimedAnimation myTimedAnimation = new MyTimedAnimation(5.5); SPPEManager.activate(myTimedAnimation); If you want to manually manage the animation you can use the provided methods myAnimation.start(); // Set the animation state to "Playing" myAnimation.stop(); // Reset the time and set the animation state to "Stopped" myAnimation.pause(); // Freeze the animation values and set the animation state to "Paused" myAnimation.resume(); // Resume the the animation and set the animation state to "Playing" Camera Overlays A camera overlay is nothing else than an image, used like an HUD. The fundemental unit of camera overlays is the SCameraOverlay, a very simple wrapper for the ImageWidget (the DayZ UI component that holds an image). It can be used in countless ways: As an animated UI : or for emulating headgear damage: (from sVisual, MotoHelmet in various health state: Pristine, Worn, Damaged, BadlyDamaged and Ruined) Defining an overlay is very simpl
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