#pragma region CPL License /* Nuclex Unreal Module Copyright (C) 2014-2021 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #pragma endregion // CPL License #include "FadeOutAction.h" // --------------------------------------------------------------------------------------------- // FFadeOutAction::FFadeOutAction( const FLatentActionInfo &latentInfo, APlayerCameraManager *cameraManager, float durationSeconds ) : callbackTarget(latentInfo.CallbackTarget), executionFunction(latentInfo.ExecutionFunction), outputLink(latentInfo.Linkage), cameraManager(cameraManager), durationSeconds(durationSeconds), elapsedSeconds(0.0f) {} // --------------------------------------------------------------------------------------------- // void FFadeOutAction::UpdateOperation(FLatentResponse &response) { const bool fadeAudio = true; this->elapsedSeconds += response.ElapsedTime(); if(this->elapsedSeconds < this->durationSeconds) { if(IsValid(this->cameraManager)) { float fadeAmount = this->elapsedSeconds / this->durationSeconds; fadeAmount *= fadeAmount; this->cameraManager->SetManualCameraFade( FMath::Sqrt(fadeAmount), FLinearColor::Black, fadeAudio ); } } else { if(IsValid(this->cameraManager)) { this->cameraManager->SetManualCameraFade(1.0f, FLinearColor::Black, fadeAudio); } response.FinishAndTriggerIf( true, this->executionFunction, this->outputLink, this->callbackTarget ); } } // --------------------------------------------------------------------------------------------- //