The condition that picks the target value. It must be set: the client does not check for a missing operand.
LerpMaterialDriver
Inheritance 2 ancestors · 48 siblings
- ILogicDriver
- ILogicFloatDriver
- 0x34262325
- 0x7e173e2f
- 0x8a58053a (removed in patch 16.21)
- 0x9e95efe7 (removed in patch 16.1)
- AbilityResourceDynamicMaterialFloatDriver
- AnimationFractionDynamicMaterialFloatDriver
- AudioFloatDriver
- BoneDistanceFloatDriver
- BoneTransformFloatDriver
- BoundingBoxLengthFloatDriver
- BoundingRadiusFloatDriver
- BuffCounterDynamicMaterialFloatDriver
- CharacterStatFloatDriver
- DistanceToEnemyMinionMaterialFloatDriver
- DistanceToPlayerMaterialFloatDriver
- EasedBoolConceptLogicDriver
- EasedFloatConceptLogicDriver
- EasedIntConceptLogicDriver
- EmptyLogicFloatDriver
- EnabledTimerFloatDriver
- FacingAndMovementAngleFloatDriver
- FloatGraphMaterialDriver
- FloatLiteralMaterialDriver
- FloorFloatMaterialDriver
- GetFloatOptionFloatDriver
- GetMapPropFloatDynamicMaterialFloatDriver
- GetSequenceObjectDynamicMaterialFloatDriver (removed in patch 15.4)
- HealthDynamicMaterialFloatDriver
- ILogicIntDriver63
- InvertFloatMaterialDriver
- IsContentCensoredFloatDriver
- KeyFrameFloatClipReaderDriver
- LastDamageAmountFloatDriver
- LerpMaterialDrivercurrent
- MapVisibilityTransitionLengthDriver
- MathFloatDriver4
- MoveSpeedFloatDriver
- PlayerGoldFloatDriver
- RandomFloatMaterialDriver
- RawFloatConceptLogicDriver
- RemapFloatMaterialDriver
- RunSpeedRatioFloatDriver
- SequenceMaterialFloatDriver
- SineMaterialDriver
- SpellDataFloatDriver1
- TftPlayerPlacementDynamicMaterialFloatDriver
- TimeMaterialDriver
- ValueArrayFloatDriver
- VelocityDynamicMaterialFloatDriver
- ILogicFloatDriver
Class Documentation
Edit documentationA float driver that fades between two values when a
bool driver changes. While mBoolDriver is true the value
moves toward mOnValue, and while it is false toward mOffValue.
The driver keeps one current value per source, so each unit or prop that shares the driver fades on its own. The value of a source is removed when the source is destroyed.
On every evaluation:
- The first evaluation for a source returns the target value at once. There is no fade from a start value.
- When the current value is not at the target, it moves toward it by the time of the
last frame. A full swing from one value to the other takes
mTurnOnTimeSecormTurnOffTimeSecseconds. - The value never leaves the range between
mOffValueandmOnValue.
The step uses the game clock, so a paused game freezes the fade.
Properties
mOffValue
F32 = 0 The target while mBoolDriver is false.
mOnValue
F32 = 1 The target while mBoolDriver is true.
mTurnOffTimeSec
F32 = 1 The time, in seconds, of a full fade from mOnValue to mOffValue. 0 switches at once.
mTurnOnTimeSec
F32 = 1 The time, in seconds, of a full fade from mOffValue to mOnValue. 0 switches at once.
mUseBrokenOldInterpolation
Bool = false Selects the older fade speed. When true, the value moves by 1 per fade time, whatever
the distance between mOnValue and mOffValue. The fade then takes the configured
time only when the two values are exactly 1 apart: a swing of 0.5 takes half the
time, and a swing of 10 takes ten times as long.