New WIP missile turret
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After Width: | Height: | Size: 2.2 KiB |
BIN
core/assets-raw/sprites/blocks/turrets/scathe/scathe-blade-l.png
Normal file
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After Width: | Height: | Size: 1 KiB |
BIN
core/assets-raw/sprites/blocks/turrets/scathe/scathe-blade-r.png
Normal file
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After Width: | Height: | Size: 1 KiB |
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After Width: | Height: | Size: 2 KiB |
BIN
core/assets-raw/sprites/blocks/turrets/scathe/scathe-mid.png
Normal file
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After Width: | Height: | Size: 1.3 KiB |
BIN
core/assets-raw/sprites/blocks/turrets/scathe/scathe-preview.png
Normal file
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After Width: | Height: | Size: 4.8 KiB |
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After Width: | Height: | Size: 1.2 KiB |
BIN
core/assets-raw/sprites/blocks/turrets/scathe/scathe-side-l.png
Normal file
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After Width: | Height: | Size: 534 B |
BIN
core/assets-raw/sprites/blocks/turrets/scathe/scathe-side-r.png
Normal file
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After Width: | Height: | Size: 502 B |
BIN
core/assets-raw/sprites/units/weapons/scathe-missile-cell.png
Normal file
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After Width: | Height: | Size: 236 B |
BIN
core/assets-raw/sprites/units/weapons/scathe-missile.png
Normal file
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After Width: | Height: | Size: 1.1 KiB |
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@ -569,3 +569,5 @@
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63115=fracture|block-fracture-ui
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63114=renale|unit-renale-ui
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63113=lustre|block-lustre-ui
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63112=scathe|block-scathe-ui
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63111=scathe-missile|unit-scathe-missile-ui
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@ -1,5 +1,6 @@
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package mindustry.ai.types;
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import arc.math.*;
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import arc.util.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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@ -18,7 +19,7 @@ public class MissileAI extends AIController{
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}
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//move forward forever
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unit.moveAt(vec.trns(unit.rotation, unit.speed()));
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unit.moveAt(vec.trns(unit.rotation, unit.type.missileAccelTime <= 0f ? unit.speed() : Mathf.pow(Math.min(time / unit.type.missileAccelTime, 1f), 2f) * unit.speed()));
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var build = unit.buildOn();
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@ -5,6 +5,7 @@ import arc.math.*;
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import arc.struct.*;
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import mindustry.*;
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import mindustry.entities.*;
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import mindustry.entities.abilities.*;
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import mindustry.entities.bullet.*;
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import mindustry.entities.effect.*;
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import mindustry.entities.part.*;
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@ -13,6 +14,7 @@ import mindustry.entities.pattern.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.type.unit.*;
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import mindustry.world.*;
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import mindustry.world.blocks.*;
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import mindustry.world.blocks.campaign.*;
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@ -69,7 +71,7 @@ public class Blocks{
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siliconSmelter, siliconCrucible, kiln, graphitePress, plastaniumCompressor, multiPress, phaseWeaver, surgeSmelter, pyratiteMixer, blastMixer, cryofluidMixer,
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melter, separator, disassembler, sporePress, pulverizer, incinerator, coalCentrifuge,
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//erekir
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//crafting - erekir
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siliconArcFurnace, electrolyzer, oxidationChamber, atmosphericConcentrator, electricHeater, slagHeater, phaseHeater, heatRedirector, slagIncinerator,
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carbideCrucible, slagCentrifuge, surgeCrucible, cyanogenSynthesizer, phaseSynthesizer, heatReactor,
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@ -134,7 +136,7 @@ public class Blocks{
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
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||||
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||||
//turrets - erekir
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breach, diffuse, sublimate, titan, disperse, afflict, lustre,
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breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe,
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//units
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groundFactory, airFactory, navalFactory,
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@ -922,25 +924,6 @@ public class Blocks{
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consumePower(4f);
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||||
}};
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siliconArcFurnace = new GenericCrafter("silicon-arc-furnace"){{
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requirements(Category.crafting, with(Items.beryllium, 70, Items.graphite, 80));
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||||
craftEffect = Fx.none;
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||||
outputItem = new ItemStack(Items.silicon, 4);
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craftTime = 50f;
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size = 3;
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hasPower = true;
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hasLiquids = false;
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||||
envEnabled |= Env.space | Env.underwater;
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||||
envDisabled = Env.none;
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itemCapacity = 30;
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||||
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawArcSmelt(), new DrawDefault());
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fogRadius = 3;
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researchCost = with(Items.beryllium, 150, Items.graphite, 50);
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||||
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||||
consumeItems(with(Items.graphite, 1, Items.sand, 4));
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consumePower(6f);
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||||
}};
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||||
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||||
kiln = new GenericCrafter("kiln"){{
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||||
requirements(Category.crafting, with(Items.copper, 60, Items.graphite, 30, Items.lead, 30));
|
||||
craftEffect = Fx.smeltsmoke;
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||||
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@ -1157,6 +1140,27 @@ public class Blocks{
|
|||
consumePower(0.50f);
|
||||
}};
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||||
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||||
//erekir
|
||||
|
||||
siliconArcFurnace = new GenericCrafter("silicon-arc-furnace"){{
|
||||
requirements(Category.crafting, with(Items.beryllium, 70, Items.graphite, 80));
|
||||
craftEffect = Fx.none;
|
||||
outputItem = new ItemStack(Items.silicon, 4);
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||||
craftTime = 50f;
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||||
size = 3;
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||||
hasPower = true;
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||||
hasLiquids = false;
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||||
envEnabled |= Env.space | Env.underwater;
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envDisabled = Env.none;
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||||
itemCapacity = 30;
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||||
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawArcSmelt(), new DrawDefault());
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fogRadius = 3;
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||||
researchCost = with(Items.beryllium, 150, Items.graphite, 50);
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||||
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||||
consumeItems(with(Items.graphite, 1, Items.sand, 4));
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||||
consumePower(6f);
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||||
}};
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||||
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||||
//TODO better name
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electrolyzer = new GenericCrafter("electrolyzer"){{
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requirements(Category.crafting, with(Items.silicon, 50, Items.graphite, 40, Items.beryllium, 130, Items.tungsten, 80));
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@ -3798,7 +3802,7 @@ public class Blocks{
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smokeEffect = Fx.shootSmokeSquareSparse;
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ammoMultiplier = 1;
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hitColor = backColor = trailColor = Color.valueOf("ea8878");
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frontColor = Color.valueOf("feb380");
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frontColor = Pal.redLight;
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trailWidth = 6f;
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trailLength = 3;
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hitEffect = despawnEffect = Fx.hitSquaresColor;
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@ -3930,7 +3934,7 @@ public class Blocks{
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splashDamageRadius = 65f;
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splashDamage = 350f;
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scaledSplashDamage = true;
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||||
backColor = hitColor = trailColor = Color.valueOf("ea8878").lerp(Color.valueOf("feb380"), 0.5f);
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backColor = hitColor = trailColor = Color.valueOf("ea8878").lerp(Pal.redLight, 0.5f);
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frontColor = Color.white;
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ammoMultiplier = 1f;
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@ -4002,7 +4006,7 @@ public class Blocks{
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requirements(Category.turret, with(Items.thorium, 50, Items.oxide, 150, Items.silicon, 200, Items.beryllium, 350));
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ammo(Items.tungsten, new BasicBulletType(){{
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damage = 60;
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damage = 65;
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speed = 8.5f;
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width = height = 16;
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shrinkY = 0.3f;
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@ -4071,7 +4075,7 @@ public class Blocks{
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outlineColor = Pal.darkOutline;
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scaledHealth = 280;
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range = 270f;
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range = 310f;
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size = 4;
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coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
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@ -4100,7 +4104,7 @@ public class Blocks{
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pierceCap = 2;
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fragOnHit = false;
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speed = 5f;
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damage = 150f;
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damage = 170f;
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lifetime = 80f;
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width = height = 16f;
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backColor = Pal.surge;
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@ -4117,12 +4121,12 @@ public class Blocks{
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waveRad = 40f;
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}};
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fragBullet = intervalBullet = new BasicBulletType(3f, 20){{
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fragBullet = intervalBullet = new BasicBulletType(3f, 30){{
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width = 9f;
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hitSize = 5f;
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height = 15f;
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pierce = true;
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lifetime = 30f;
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lifetime = 35f;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Pal.surge;
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frontColor = Color.white;
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@ -4201,7 +4205,7 @@ public class Blocks{
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range = 100f;
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shootType = new PointLaserBulletType(){{
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damage = 150f;
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damage = 140f;
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buildingDamageMultiplier = 0.3f;
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||||
hitColor = Color.valueOf("fda981");
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}};
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@ -4257,6 +4261,154 @@ public class Blocks{
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consumeLiquid(Liquids.nitrogen, 5f / 60f);
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||||
}};
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||||
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||||
scathe = new ItemTurret("scathe"){{
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||||
requirements(Category.turret, with(Items.silicon, 300, Items.graphite, 400, Items.tungsten, 450, Items.carbide, 250));
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||||
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||||
ammo(
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Items.carbide, new BasicBulletType(0f, 1){{
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||||
shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootSmokeMissile;
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||||
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||||
spawnUnit = new MissileUnitType("scathe-missile"){{
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speed = 4.6f;
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maxRange = 6f;
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lifetime = 60f * 5.5f;
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||||
outlineColor = Pal.darkOutline;
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engineColor = trailColor = Pal.redLight;
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engineLayer = Layer.effect;
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engineSize = 3.1f;
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engineOffset = 10f;
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rotateSpeed = 0f;
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trailLength = 18;
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missileAccelTime = 50f;
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lowAltitude = true;
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fogRadius = 6f;
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health = 160;
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||||
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||||
weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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||||
reload = 1f;
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||||
deathExplosionEffect = Fx.massiveExplosion;
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shootOnDeath = true;
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shake = 10f;
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bullet = new ExplosionBulletType(500f, 65f){{
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hitColor = Pal.redLight;
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
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lifetime = 10f;
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strokeFrom = 4f;
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||||
sizeTo = 130f;
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||||
}});
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||||
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fragLifeMin = 0.1f;
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||||
fragBullets = 7;
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||||
fragBullet = new ArtilleryBulletType(3.4f, 30){{
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drag = 0.02f;
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hitEffect = Fx.massiveExplosion;
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despawnEffect = Fx.scatheSlash;
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knockback = 0.8f;
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lifetime = 23f;
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width = height = 18f;
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collidesTiles = false;
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splashDamageRadius = 40f;
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splashDamage = 80f;
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backColor = trailColor = hitColor = Pal.redLight;
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frontColor = Color.white;
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smokeEffect = Fx.shootBigSmoke2;
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despawnShake = 7f;
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lightRadius = 30f;
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lightColor = Pal.redLight;
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lightOpacity = 0.5f;
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trailLength = 20;
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trailWidth = 3.5f;
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trailEffect = Fx.none;
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}};
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}};
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}});
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||||
|
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abilities.add(new MoveEffectAbility(){{
|
||||
effect = Fx.missileTrailSmoke;
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rotation = 180f;
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y = -9f;
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||||
color = Color.grays(0.6f).lerp(Pal.redLight, 0.5f).a(0.4f);
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interval = 7f;
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}});
|
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}};
|
||||
}}
|
||||
);
|
||||
|
||||
drawer = new DrawTurret("reinforced-"){{
|
||||
parts.add(new RegionPart("-blade"){{
|
||||
progress = PartProgress.warmup;
|
||||
heatProgress = PartProgress.warmup;
|
||||
heatColor = Color.red;
|
||||
moveRot = -22f;
|
||||
moveX = 0f;
|
||||
moveY = -5f;
|
||||
mirror = true;
|
||||
children.add(new RegionPart("-side"){{
|
||||
progress = PartProgress.warmup.delay(0.6f);
|
||||
heatProgress = PartProgress.recoil;
|
||||
heatColor = Color.red;
|
||||
mirror = true;
|
||||
under = false;
|
||||
moveY = -4f;
|
||||
moveX = 1f;
|
||||
|
||||
moves.add(new PartMove(PartProgress.recoil, 1f, 6f, -40f));
|
||||
}});
|
||||
}},
|
||||
new RegionPart("-mid"){{
|
||||
progress = PartProgress.recoil;
|
||||
heatProgress = PartProgress.warmup.add(-0.2f).add(p -> Mathf.sin(9f, 0.2f) * p.warmup);
|
||||
mirror = false;
|
||||
under = true;
|
||||
moveY = -5f;
|
||||
}}, new RegionPart("-missile"){{
|
||||
progress = PartProgress.reload.curve(Interp.pow2In);
|
||||
|
||||
colorTo = new Color(1f, 1f, 1f, 0f);
|
||||
color = Color.white;
|
||||
mixColorTo = Pal.accent;
|
||||
mixColor = new Color(1f, 1f, 1f, 0f);
|
||||
outline = false;
|
||||
under = true;
|
||||
|
||||
layerOffset = -0.01f;
|
||||
|
||||
moves.add(new PartMove(PartProgress.warmup.inv(), 0f, -4f, 0f));
|
||||
}});
|
||||
}};
|
||||
|
||||
recoil = 0.5f;
|
||||
|
||||
coolantMultiplier = 6f;
|
||||
|
||||
minWarmup = 0.94f;
|
||||
shootWarmupSpeed = 0.03f;
|
||||
targetAir = false;
|
||||
|
||||
shake = 6f;
|
||||
ammoPerShot = 30;
|
||||
maxAmmo = 30;
|
||||
shootY = -1;
|
||||
outlineColor = Pal.darkOutline;
|
||||
size = 4;
|
||||
envEnabled |= Env.space;
|
||||
reload = 600f;
|
||||
range = 1350;
|
||||
shootCone = 1f;
|
||||
scaledHealth = 220;
|
||||
rotateSpeed = 0.9f;
|
||||
researchCostMultiplier = 0.05f;
|
||||
|
||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||
limitRange();
|
||||
}};
|
||||
|
||||
//TODO 3 more turrets.
|
||||
|
||||
//endregion
|
||||
|
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|
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@ -436,12 +436,64 @@ public class Fx{
|
|||
float rad = fout * ((2f + intensity) * 2.35f);
|
||||
|
||||
Fill.circle(e.x + x, e.y + y, rad);
|
||||
Drawf.light(e.x + x, e.y + y, rad * 2.5f, Pal.berylShot, 0.5f);
|
||||
Drawf.light(e.x + x, e.y + y, rad * 2.5f, b.color, 0.5f);
|
||||
});
|
||||
});
|
||||
}
|
||||
}),
|
||||
|
||||
missileTrailSmoke = new Effect(180f, 300f, b -> {
|
||||
float intensity = 2f;
|
||||
|
||||
color(b.color, 0.7f);
|
||||
for(int i = 0; i < 4; i++){
|
||||
rand.setSeed(b.id*2 + i);
|
||||
float lenScl = rand.random(0.5f, 1f);
|
||||
int fi = i;
|
||||
b.scaled(b.lifetime * lenScl, e -> {
|
||||
randLenVectors(e.id + fi - 1, e.fin(Interp.pow10Out), (int)(2.9f * intensity), 13f * intensity, (x, y, in, out) -> {
|
||||
float fout = e.fout(Interp.pow5Out) * rand.random(0.5f, 1f);
|
||||
float rad = fout * ((2f + intensity) * 2.35f);
|
||||
|
||||
Fill.circle(e.x + x, e.y + y, rad);
|
||||
Drawf.light(e.x + x, e.y + y, rad * 2.5f, b.color, 0.5f);
|
||||
});
|
||||
});
|
||||
}
|
||||
}).layer(Layer.bullet - 1f),
|
||||
|
||||
scatheExplosion = new Effect(60f, 160f, e -> {
|
||||
color(e.color);
|
||||
stroke(e.fout() * 5f);
|
||||
float circleRad = 6f + e.finpow() * 60f;
|
||||
Lines.circle(e.x, e.y, circleRad);
|
||||
|
||||
rand.setSeed(e.id);
|
||||
for(int i = 0; i < 16; i++){
|
||||
float angle = rand.random(360f);
|
||||
float lenRand = rand.random(0.5f, 1f);
|
||||
Tmp.v1.trns(angle, circleRad);
|
||||
|
||||
for(int s : Mathf.signs){
|
||||
Drawf.tri(e.x + Tmp.v1.x, e.y + Tmp.v1.y, e.foutpow() * 40f, e.fout() * 30f * lenRand + 6f, angle + 90f + s * 90f);
|
||||
}
|
||||
}
|
||||
}),
|
||||
|
||||
scatheLight = new Effect(60f, 160f, e -> {
|
||||
float circleRad = 6f + e.finpow() * 60f;
|
||||
|
||||
color(e.color, e.foutpow());
|
||||
Fill.circle(e.x, e.y, circleRad);
|
||||
}).layer(Layer.bullet + 2f),
|
||||
|
||||
scatheSlash = new Effect(40f, 160f, e -> {
|
||||
Draw.color(e.color);
|
||||
for(int s : Mathf.signs){
|
||||
Drawf.tri(e.x, e.y, e.fout() * 25f, e.foutpow() * 66f + 6f, e.rotation + s * 90f);
|
||||
}
|
||||
}),
|
||||
|
||||
dynamicSpikes = new Effect(40f, 100f, e -> {
|
||||
color(e.color);
|
||||
stroke(e.fout() * 2f);
|
||||
|
|
@ -1559,6 +1611,18 @@ public class Fx{
|
|||
}
|
||||
}),
|
||||
|
||||
shootSmokeMissile = new Effect(130f, 300f, e -> {
|
||||
color(Pal.redLight);
|
||||
alpha(0.5f);
|
||||
rand.setSeed(e.id);
|
||||
for(int i = 0; i < 35; i++){
|
||||
v.trns(e.rotation + rand.range(21f), rand.random(e.finpow() * 90f)).add(rand.range(3f), rand.range(3f));
|
||||
e.scaled(e.lifetime * rand.random(0.2f, 1f), b -> {
|
||||
Fill.circle(e.x + v.x, e.y + v.y, b.fout() * 9f + 0.3f);
|
||||
});
|
||||
}
|
||||
}),
|
||||
|
||||
regenParticle = new Effect(100f, e -> {
|
||||
color(Pal.regen);
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ import mindustry.gen.*;
|
|||
public class MoveEffectAbility extends Ability{
|
||||
public float minVelocity = 0.08f;
|
||||
public float interval = 3f;
|
||||
public float x, y;
|
||||
public float x, y, rotation;
|
||||
public boolean rotateEffect = false;
|
||||
public float effectParam = 3f;
|
||||
public boolean teamColor = false;
|
||||
|
|
@ -37,7 +37,7 @@ public class MoveEffectAbility extends Ability{
|
|||
if(unit.vel.len2() >= minVelocity * minVelocity && (counter >= interval)){
|
||||
Tmp.v1.trns(unit.rotation - 90f, x, y);
|
||||
counter %= interval;
|
||||
effect.at(Tmp.v1.x + unit.x, Tmp.v1.y + unit.y, rotateEffect ? unit.rotation : effectParam, teamColor ? unit.team.color : color, parentizeEffects ? unit : null);
|
||||
effect.at(Tmp.v1.x + unit.x, Tmp.v1.y + unit.y, (rotateEffect ? unit.rotation : effectParam) + rotation, teamColor ? unit.team.color : color, parentizeEffects ? unit : null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -654,10 +654,19 @@ public class BulletType extends Content implements Cloneable{
|
|||
spawned.set(x, y);
|
||||
spawned.rotation = angle;
|
||||
//immediately spawn at top speed, since it was launched
|
||||
spawned.vel.trns(angle, spawnUnit.speed);
|
||||
if(spawnUnit.missileAccelTime <= 0f){
|
||||
spawned.vel.trns(angle, spawnUnit.speed);
|
||||
}
|
||||
//assign unit owner
|
||||
if(spawned.controller() instanceof MissileAI ai && owner instanceof Unit unit){
|
||||
ai.shooter = unit;
|
||||
if(spawned.controller() instanceof MissileAI ai){
|
||||
if(owner instanceof Unit unit){
|
||||
ai.shooter = unit;
|
||||
}
|
||||
|
||||
if(owner instanceof ControlBlock control){
|
||||
ai.shooter = control.unit();
|
||||
}
|
||||
|
||||
}
|
||||
spawned.add();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -406,7 +406,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||
|
||||
//make sure trail doesn't just go poof
|
||||
if(trail != null && trail.size() > 0){
|
||||
Fx.trailFade.at(x, y, trail.width(), team.color, trail.copy());
|
||||
Fx.trailFade.at(x, y, trail.width(), type.trailColor == null ? team.color : type.trailColor, trail.copy());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -584,7 +584,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||
}
|
||||
|
||||
for(WeaponMount mount : mounts){
|
||||
if(mount.weapon.shootOnDeath && !(mount.weapon.bullet.killShooter && mount.shoot)){
|
||||
if(mount.weapon.shootOnDeath && !(mount.weapon.bullet.killShooter && mount.totalShots > 0)){
|
||||
mount.reload = 0f;
|
||||
mount.shoot = true;
|
||||
mount.weapon.update(self(), mount);
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ public class RegionPart extends DrawPart{
|
|||
public float outlineLayerOffset = -0.001f;
|
||||
public float x, y, rotation;
|
||||
public float moveX, moveY, moveRot;
|
||||
public @Nullable Color color, colorTo;
|
||||
public @Nullable Color color, colorTo, mixColor, mixColorTo;
|
||||
public Color heatColor = Pal.turretHeat.cpy();
|
||||
public Seq<DrawPart> children = new Seq<>();
|
||||
public Seq<PartMove> moves = new Seq<>();
|
||||
|
|
@ -105,6 +105,13 @@ public class RegionPart extends DrawPart{
|
|||
}else if(color != null){
|
||||
Draw.color(color);
|
||||
}
|
||||
|
||||
if(mixColor != null && mixColorTo != null){
|
||||
Draw.mixcol(mixColor, mixColorTo, prog);
|
||||
}else if(mixColor != null){
|
||||
Draw.mixcol(mixColor, mixColor.a);
|
||||
}
|
||||
|
||||
Draw.blend(blending);
|
||||
Draw.rect(region, rx, ry, rot);
|
||||
Draw.blend();
|
||||
|
|
@ -118,6 +125,9 @@ public class RegionPart extends DrawPart{
|
|||
Draw.xscl *= sign;
|
||||
}
|
||||
|
||||
Draw.color();
|
||||
Draw.mixcol();
|
||||
|
||||
Draw.z(z);
|
||||
|
||||
//draw child, if applicable - only at the end
|
||||
|
|
@ -162,6 +172,7 @@ public class RegionPart extends DrawPart{
|
|||
|
||||
heat = Core.atlas.find(realName + "-heat");
|
||||
for(var child : children){
|
||||
child.turretShading = turretShading;
|
||||
child.load(name);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -73,6 +73,8 @@ public class UnitType extends UnlockableContent{
|
|||
riseSpeed = 0.08f,
|
||||
/** how fast this unit falls when not boosting */
|
||||
fallSpeed = 0.018f,
|
||||
/** how many ticks it takes this missile to accelerate to full speed */
|
||||
missileAccelTime = 0f,
|
||||
/** raw health amount */
|
||||
health = 200f,
|
||||
/** incoming damage is reduced by this amount */
|
||||
|
|
|
|||
|
|
@ -520,7 +520,7 @@ public class ModsDialog extends BaseDialog{
|
|||
ui.showInfo("@mods.browser.noreleases");
|
||||
}else{
|
||||
sel.hide();
|
||||
BaseDialog downloads = new BaseDialog("@mods.browser.releases");
|
||||
var downloads = new BaseDialog("@mods.browser.releases");
|
||||
downloads.cont.pane(p -> {
|
||||
for(int j = 0; j < releases.size; j++){
|
||||
var release = releases.get(j);
|
||||
|
|
@ -570,14 +570,6 @@ public class ModsDialog extends BaseDialog{
|
|||
});
|
||||
}
|
||||
|
||||
private String trimText(String text){
|
||||
if(text == null) return "";
|
||||
if(text.contains("\n")){
|
||||
return text.substring(0, text.indexOf("\n"));
|
||||
}
|
||||
return text;
|
||||
}
|
||||
|
||||
private void handleMod(String repo, HttpResponse result){
|
||||
try{
|
||||
Fi file = tmpDirectory.child(repo.replace("/", "") + ".zip");
|
||||
|
|
|
|||
|
|
@ -208,8 +208,6 @@ public class Turret extends ReloadTurret{
|
|||
public float curRecoil, heat, logicControlTime = -1;
|
||||
public float shootWarmup, charge;
|
||||
public int totalShots;
|
||||
//turrets need to shoot once for 'visual reload' to be valid, otherwise they seem stuck at reload 0 when placed.
|
||||
public boolean visualReloadValid;
|
||||
public boolean logicShooting = false;
|
||||
public @Nullable Posc target;
|
||||
public Vec2 targetPos = new Vec2();
|
||||
|
|
@ -503,7 +501,6 @@ public class Turret extends ReloadTurret{
|
|||
protected void updateShooting(){
|
||||
|
||||
if(reloadCounter >= reload && !charging() && shootWarmup >= minWarmup){
|
||||
visualReloadValid = true;
|
||||
BulletType type = peekAmmo();
|
||||
|
||||
shoot(type);
|
||||
|
|
|
|||
|
|
@ -67,7 +67,7 @@ public class DrawTurret extends DrawBlock{
|
|||
Draw.z(Layer.turret);
|
||||
}
|
||||
|
||||
float progress = tb.visualReloadValid ? tb.progress() : 1f;
|
||||
float progress = tb.progress();
|
||||
|
||||
//TODO no smooth reload
|
||||
var params = DrawPart.params.set(build.warmup(), 1f - progress, 1f - progress, tb.heat, tb.curRecoil, tb.charge, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
|
||||
|
|
|
|||