More defense fields for modding(fixed) (#2490)

* lightningColor for Shock Mines

Because various colored lightning is widely used in 6.0, this would be neat for modders.

* doorSound

* just...in case

* oh no
This commit is contained in:
Sunny Kim 2020-09-05 23:15:33 +09:00 committed by GitHub
parent bc74208c8c
commit ec447fa2c0
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 6 additions and 2 deletions

View file

@ -1,5 +1,6 @@
package mindustry.world.blocks.defense;
import arc.audio.*;
import arc.Graphics.*;
import arc.Graphics.Cursor.*;
import arc.graphics.g2d.*;
@ -23,6 +24,7 @@ public class Door extends Wall{
public final int timerToggle = timers++;
public Effect openfx = Fx.dooropen;
public Effect closefx = Fx.doorclose;
public Sound doorSound = Sounds.door;
public @Load("@-open") TextureRegion openRegion;
public Door(String name){
@ -32,7 +34,7 @@ public class Door extends Wall{
consumesTap = true;
config(Boolean.class, (DoorBuild base, Boolean open) -> {
Sounds.door.at(base);
doorSound.at(base);
for(DoorBuild entity : base.chained){
//skip doors with things in them

View file

@ -1,5 +1,6 @@
package mindustry.world.blocks.defense;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import mindustry.entities.*;
@ -15,6 +16,7 @@ public class ShockMine extends Block{
public float damage = 13;
public int length = 10;
public int tendrils = 6;
public Color lightningColor = Pal.lancerLaser;
public ShockMine(String name){
super(name);
@ -45,7 +47,7 @@ public class ShockMine extends Block{
public void unitOn(Unit unit){
if(enabled && unit.team != team && timer(timerDamage, cooldown)){
for(int i = 0; i < tendrils; i++){
Lightning.create(team, Pal.lancerLaser, damage, x, y, Mathf.random(360f), length);
Lightning.create(team, lightningColor, damage, x, y, Mathf.random(360f), length);
}
damage(tileDamage);
}