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Custom shield colouring (#9647)
Five extra minutes I had the luxury of spending fixing Git because it exploded again Co-authored-by: Anuken <arnukren@gmail.com>
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5 changed files with 18 additions and 8 deletions
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@ -82,7 +82,7 @@ public class ForceFieldAbility extends Ability{
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if(unit.shield <= 0f && !wasBroken){
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unit.shield -= cooldown * regen;
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Fx.shieldBreak.at(unit.x, unit.y, radius, unit.team.color, this);
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Fx.shieldBreak.at(unit.x, unit.y, radius, unit.type.shieldColor(unit), this);
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}
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wasBroken = unit.shield <= 0f;
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@ -110,7 +110,7 @@ public class ForceFieldAbility extends Ability{
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checkRadius(unit);
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if(unit.shield > 0){
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Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha));
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Draw.color(unit.type.shieldColor(unit), Color.white, Mathf.clamp(alpha));
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if(Vars.renderer.animateShields){
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Draw.z(Layer.shields + 0.001f * alpha);
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@ -31,7 +31,7 @@ public class ShieldArcAbility extends Ability{
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if(paramField.data <= b.damage()){
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paramField.data -= paramField.cooldown * paramField.regen;
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Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramUnit.team.color, paramUnit);
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Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramField.color == null ? paramUnit.type.shieldColor(paramUnit) : paramField.color, paramUnit);
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}
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paramField.data -= b.damage();
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@ -60,6 +60,8 @@ public class ShieldArcAbility extends Ability{
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public boolean drawArc = true;
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/** If not null, will be drawn on top. */
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public @Nullable String region;
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/** Color override of the shield. Uses unit shield colour by default. */
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public @Nullable Color color;
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/** If true, sprite position will be influenced by x/y. */
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public boolean offsetRegion = false;
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@ -109,7 +111,7 @@ public class ShieldArcAbility extends Ability{
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if(widthScale > 0.001f){
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Draw.z(Layer.shields);
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Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha));
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Draw.color(color == null ? unit.type.shieldColor(unit) : color, Color.white, Mathf.clamp(alpha));
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var pos = paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit);
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if(!Vars.renderer.animateShields){
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@ -48,13 +48,13 @@ public class ShieldRegenFieldAbility extends Ability{
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if(other.shield < max){
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other.shield = Math.min(other.shield + amount, max);
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other.shieldAlpha = 1f; //TODO may not be necessary
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applyEffect.at(unit.x, unit.y, 0f, unit.team.color, parentizeEffects ? other : null);
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applyEffect.at(other.x, other.y, 0f, other.type.shieldColor(other), parentizeEffects ? other : null);
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applied = true;
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}
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});
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if(applied){
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activeEffect.at(unit.x, unit.y, unit.team.color);
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activeEffect.at(unit.x, unit.y, unit.type.shieldColor(unit));
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}
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timer = 0f;
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@ -61,7 +61,7 @@ abstract class ShieldComp implements Healthc, Posc{
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}
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if(hadShields && shield <= 0.0001f){
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Fx.unitShieldBreak.at(x, y, 0, team.color, this);
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Fx.unitShieldBreak.at(x, y, 0, type.shieldColor(self()), this);
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}
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}
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}
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@ -259,6 +259,8 @@ public class UnitType extends UnlockableContent implements Senseable{
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public Color healColor = Pal.heal;
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/** Color of light that this unit produces when lighting is enabled in the map. */
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public Color lightColor = Pal.powerLight;
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/** override for unit shield colour. */
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public @Nullable Color shieldColor;
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/** sound played when this unit explodes (*not* when it is shot down) */
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public Sound deathSound = Sounds.bang;
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/** sound played on loop when this unit is around. */
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@ -1305,6 +1307,12 @@ public class UnitType extends UnlockableContent implements Senseable{
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Draw.reset();
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}
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//...where do I put this
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public Color shieldColor(Unit unit){
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return shieldColor == null ? unit.team.color : shieldColor;
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}
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public void drawMining(Unit unit){
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if(!unit.mining()) return;
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@ -1345,7 +1353,7 @@ public class UnitType extends UnlockableContent implements Senseable{
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float radius = unit.hitSize() * 1.3f;
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Fill.light(unit.x, unit.y, Lines.circleVertices(radius), radius,
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Color.clear,
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Tmp.c2.set(unit.team.color).lerp(Color.white, Mathf.clamp(unit.hitTime() / 2f)).a(0.7f * alpha)
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Tmp.c2.set(unit.type.shieldColor(unit)).lerp(Color.white, Mathf.clamp(unit.hitTime() / 2f)).a(0.7f * alpha)
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);
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}
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