Merge branch 'erekir' of https://github.com/Anuken/Mindustry into erekir

This commit is contained in:
Anuken
2022-05-09 16:55:10 -04:00

View File

@ -412,19 +412,19 @@ public class Drawf{
); );
} }
public static void construct(Building t, UnlockableContent content, float rotation, float progress, float speed, float time){ public static void construct(Building t, UnlockableContent content, float rotation, float progress, float alpha, float time){
construct(t, content.fullIcon, rotation, progress, speed, time); construct(t, content.fullIcon, rotation, progress, alpha, time);
} }
public static void construct(float x, float y, TextureRegion region, float rotation, float progress, float speed, float time){ public static void construct(float x, float y, TextureRegion region, float rotation, float progress, float alpha, float time){
construct(x, y, region, Pal.accent, rotation, progress, speed, time); construct(x, y, region, Pal.accent, rotation, progress, alpha, time);
} }
public static void construct(float x, float y, TextureRegion region, Color color, float rotation, float progress, float speed, float time){ public static void construct(float x, float y, TextureRegion region, Color color, float rotation, float progress, float alpha, float time){
Shaders.build.region = region; Shaders.build.region = region;
Shaders.build.progress = progress; Shaders.build.progress = progress;
Shaders.build.color.set(color); Shaders.build.color.set(color);
Shaders.build.color.a = speed; Shaders.build.color.a = alpha;
Shaders.build.time = -time / 20f; Shaders.build.time = -time / 20f;
Draw.shader(Shaders.build); Draw.shader(Shaders.build);
@ -434,19 +434,19 @@ public class Drawf{
Draw.reset(); Draw.reset();
} }
public static void construct(Building t, TextureRegion region, float rotation, float progress, float speed, float time){ public static void construct(Building t, TextureRegion region, float rotation, float progress, float alpha, float time){
construct(t, region, Pal.accent, rotation, progress, speed, time); construct(t, region, Pal.accent, rotation, progress, alpha, time);
} }
public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float speed, float time){ public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float alpha, float time){
construct(t, region, color, rotation, progress, speed, time, t.block.size * tilesize - 4f); construct(t, region, color, rotation, progress, alpha, time, t.block.size * tilesize - 4f);
} }
public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float speed, float time, float size){ public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float alpha, float time, float size){
Shaders.build.region = region; Shaders.build.region = region;
Shaders.build.progress = progress; Shaders.build.progress = progress;
Shaders.build.color.set(color); Shaders.build.color.set(color);
Shaders.build.color.a = speed; Shaders.build.color.a = alpha;
Shaders.build.time = -time / 20f; Shaders.build.time = -time / 20f;
Draw.shader(Shaders.build); Draw.shader(Shaders.build);
@ -454,7 +454,7 @@ public class Drawf{
Draw.shader(); Draw.shader();
Draw.color(Pal.accent); Draw.color(Pal.accent);
Draw.alpha(speed); Draw.alpha(alpha);
Lines.lineAngleCenter(t.x + Mathf.sin(time, 20f, size / 2f), t.y, 90, size); Lines.lineAngleCenter(t.x + Mathf.sin(time, 20f, size / 2f), t.y, 90, size);