1#include "Game/AreaObj/DepthOfFieldArea.hpp"
2#include "Game/Util/ScreenUtil.hpp"
4DepthOfFieldArea::DepthOfFieldArea(
int type,
const char *pName) :
9DepthOfFieldArea::~DepthOfFieldArea() {
15 mIsPlayerSync = mObjArg0 > 0;
16 MR::createDepthOfFieldBlur();
19const char *DepthOfFieldArea::getManagerName()
const {
20 return "ImageEffectArea";
23f32 DepthOfFieldArea::getIntensity()
const {
25 return static_cast<f32
>(mObjArg1) / 255.0f;
31s32 DepthOfFieldArea::getBlurMaxDist()
const {
35s32 DepthOfFieldArea::getBlurMinDist()
const {
39bool DepthOfFieldArea::isSyncWithPlayer()
const {
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.