void ReceiverEffect::DrawAbsolute() { float alpha = 1.f; FPoint pos; FPoint scale(1.0f, 1.f); float angle = 0.0f; if(_state == RE_JUMP) { float t = _time; pos = GameSettings::ToScreenPos(_posStartOnField); pos += math::lerp(FPoint(0.f, 0.f), JUMP_POS, math::ease(t, 0.9f, 0.1f)); scale = math::lerp(FPoint(1.f, 1.f), FPoint(_jumpScale, _jumpScale), t); } else if(_state == RE_STAY) { scale = FPoint(_jumpScale, _jumpScale); pos = GameSettings::ToScreenPos(_posStartOnField + JUMP_POS); } else if(_state == RE_FLY) { float t = math::ease(math::clamp(0.f, 1.f, (_time-0.2f)/0.8f), 0.4f, 0.1f); //float t = math::clamp(0.f, 1.f, (_time-0.2f)/0.8f); pos = _spline.getGlobalFrame(t); //pos.y += 150.f*math::clamp(0.f, 1.f, _time/0.5f)*math::clamp(0.f, 1.f, 1 - (_time - 0.4f)/0.6f); scale = math::lerp(FPoint(_jumpScale, _jumpScale), _finishScaleCrystal, t); scale.y *= 1 - 0.3f*sinf(math::clamp(0.f, 1.f, _time/0.4f)*math::PI*1.5f); //angle = _angleSpline.getGlobalFrame(t); //angle = math::lerp(0.f, angle, t/0.3f); //angle = math::lerp(angle, 0.f, (t - 0.7f)/0.3f); FPoint dir = _spline.getGlobalFrame(1.f) - pos; if(dir.Length() > 0) { angle = (dir.GetAngle()*180.f/math::PI - 90.f)*math::clamp(0.f, 1.f, (_time- 0.f)/0.2f); _lastAngle = angle; } alpha = math::clamp(0.f, 1.f, 1 - (t - 0.95f)/0.05f); } else if(_state == RE_HIDE) { pos = _spline.getGlobalFrame(1.f); scale = _finishScaleCrystal; scale.y *= 1.3f; angle = _lastAngle; alpha = 0.f; // math::clamp(0.f, 1.f, math::cos(math::clamp(0.f, 1.f, _time*4.f)*math::PI*0.5f)); } //else if(_state == RE_WAIT) //{ // pos = _spline.getGlobalFrame(1.f); // alpha = math::clamp(0.f, 1.f, math::cos(_time*math::PI*0.5f)); // scale = _finishScaleCrystal; // angle = _lastAngle; //} else if(_state == RE_FINISH) { pos = _spline.getGlobalFrame(1.f); alpha = 0.f; scale = _finishScaleCrystal; scale.y *= 1.3f; angle = _lastAngle; } if(_flyEffect) { _flyEffect->SetPos(pos); } _effCont.Draw(); Render::device.PushMatrix(); Render::device.MatrixTranslate(pos); Render::device.MatrixTranslate(-CRYSTAL_POS_ANIM_ON_SQUARE + CRYSTAL_SCALE_CENTER); Render::device.MatrixRotate(math::Vector3::UnitZ, angle); Render::device.MatrixTranslate(CRYSTAL_POS_ANIM_ON_SQUARE - CRYSTAL_SCALE_CENTER); Render::device.PushMatrix(); Render::device.MatrixScale(scale.x, scale.y, 1.0f); _effContInner.Draw(); Render::BeginAlphaMul(alpha); Render::device.MatrixTranslate(-CRYSTAL_POS_ANIM_ON_SQUARE); _crystalAnim->Draw(); Render::EndAlphaMul(); Render::device.PopMatrix(); Render::device.PopMatrix(); }