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>
This commit is contained in:
Elixias 2024-06-20 09:27:22 -06:00 committed by GitHub
parent d897f1b7b0
commit 0019b78f71
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GPG key ID: B5690EEEBB952194
5 changed files with 18 additions and 8 deletions

View file

@ -82,7 +82,7 @@ public class ForceFieldAbility extends Ability{
if(unit.shield <= 0f && !wasBroken){
unit.shield -= cooldown * regen;
Fx.shieldBreak.at(unit.x, unit.y, radius, unit.team.color, this);
Fx.shieldBreak.at(unit.x, unit.y, radius, unit.type.shieldColor(unit), this);
}
wasBroken = unit.shield <= 0f;
@ -110,7 +110,7 @@ public class ForceFieldAbility extends Ability{
checkRadius(unit);
if(unit.shield > 0){
Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha));
Draw.color(unit.type.shieldColor(unit), Color.white, Mathf.clamp(alpha));
if(Vars.renderer.animateShields){
Draw.z(Layer.shields + 0.001f * alpha);

View file

@ -31,7 +31,7 @@ public class ShieldArcAbility extends Ability{
if(paramField.data <= b.damage()){
paramField.data -= paramField.cooldown * paramField.regen;
Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramUnit.team.color, paramUnit);
Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramField.color == null ? paramUnit.type.shieldColor(paramUnit) : paramField.color, paramUnit);
}
paramField.data -= b.damage();
@ -60,6 +60,8 @@ public class ShieldArcAbility extends Ability{
public boolean drawArc = true;
/** If not null, will be drawn on top. */
public @Nullable String region;
/** Color override of the shield. Uses unit shield colour by default. */
public @Nullable Color color;
/** If true, sprite position will be influenced by x/y. */
public boolean offsetRegion = false;
@ -109,7 +111,7 @@ public class ShieldArcAbility extends Ability{
if(widthScale > 0.001f){
Draw.z(Layer.shields);
Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha));
Draw.color(color == null ? unit.type.shieldColor(unit) : color, Color.white, Mathf.clamp(alpha));
var pos = paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit);
if(!Vars.renderer.animateShields){

View file

@ -48,13 +48,13 @@ public class ShieldRegenFieldAbility extends Ability{
if(other.shield < max){
other.shield = Math.min(other.shield + amount, max);
other.shieldAlpha = 1f; //TODO may not be necessary
applyEffect.at(unit.x, unit.y, 0f, unit.team.color, parentizeEffects ? other : null);
applyEffect.at(other.x, other.y, 0f, other.type.shieldColor(other), parentizeEffects ? other : null);
applied = true;
}
});
if(applied){
activeEffect.at(unit.x, unit.y, unit.team.color);
activeEffect.at(unit.x, unit.y, unit.type.shieldColor(unit));
}
timer = 0f;

View file

@ -61,7 +61,7 @@ abstract class ShieldComp implements Healthc, Posc{
}
if(hadShields && shield <= 0.0001f){
Fx.unitShieldBreak.at(x, y, 0, team.color, this);
Fx.unitShieldBreak.at(x, y, 0, type.shieldColor(self()), this);
}
}
}

View file

@ -259,6 +259,8 @@ public class UnitType extends UnlockableContent implements Senseable{
public Color healColor = Pal.heal;
/** Color of light that this unit produces when lighting is enabled in the map. */
public Color lightColor = Pal.powerLight;
/** override for unit shield colour. */
public @Nullable Color shieldColor;
/** sound played when this unit explodes (*not* when it is shot down) */
public Sound deathSound = Sounds.bang;
/** sound played on loop when this unit is around. */
@ -1305,6 +1307,12 @@ public class UnitType extends UnlockableContent implements Senseable{
Draw.reset();
}
//...where do I put this
public Color shieldColor(Unit unit){
return shieldColor == null ? unit.team.color : shieldColor;
}
public void drawMining(Unit unit){
if(!unit.mining()) return;
@ -1345,7 +1353,7 @@ public class UnitType extends UnlockableContent implements Senseable{
float radius = unit.hitSize() * 1.3f;
Fill.light(unit.x, unit.y, Lines.circleVertices(radius), radius,
Color.clear,
Tmp.c2.set(unit.team.color).lerp(Color.white, Mathf.clamp(unit.hitTime() / 2f)).a(0.7f * alpha)
Tmp.c2.set(unit.type.shieldColor(unit)).lerp(Color.white, Mathf.clamp(unit.hitTime() / 2f)).a(0.7f * alpha)
);
}