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Charge Progress (#6947)
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@ -22,16 +22,17 @@ public abstract class DrawPart{
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/** Parameters for drawing a part in draw(). */
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public static class PartParams{
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//TODO document
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public float warmup, reload, smoothReload, heat, recoil, life;
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public float warmup, reload, smoothReload, heat, recoil, life, charge;
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public float x, y, rotation;
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public int sideOverride = -1, sideMultiplier = 1;
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public PartParams set(float warmup, float reload, float smoothReload, float heat, float recoil, float x, float y, float rotation){
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public PartParams set(float warmup, float reload, float smoothReload, float heat, float recoil, float charge, float x, float y, float rotation){
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this.warmup = warmup;
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this.reload = reload;
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this.heat = heat;
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this.recoil = recoil;
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this.smoothReload = smoothReload;
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this.charge = charge;
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this.x = x;
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this.y = y;
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this.rotation = rotation;
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@ -65,6 +66,8 @@ public abstract class DrawPart{
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smoothReload = p -> p.smoothReload,
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/** Weapon warmup, 0 when not firing, 1 when actively shooting. Not equivalent to heat. */
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warmup = p -> p.warmup,
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/** Weapon charge, 0 when beginning to charge, 1 when finished */
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charge = p -> p.charge,
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/** Weapon recoil with no curve applied. */
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recoil = p -> p.recoil,
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/** Weapon heat, 1 when just fired, 0, when it has cooled down (duration depends on weapon) */
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@ -127,7 +127,7 @@ public class RegionPart extends DrawPart{
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float sign = (i == 1 ? -1 : 1) * params.sideMultiplier;
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Tmp.v1.set((x + mx) * sign, y + my).rotate(params.rotation - 90);
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childParam.set(params.warmup, params.reload, params.smoothReload, params.heat, params.recoil, params.x + Tmp.v1.x, params.y + Tmp.v1.y, i * sign + mr * sign + params.rotation);
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childParam.set(params.warmup, params.reload, params.smoothReload, params.heat, params.recoil, params.charge, params.x + Tmp.v1.x, params.y + Tmp.v1.y, i * sign + mr * sign + params.rotation);
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childParam.sideMultiplier = params.sideMultiplier;
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childParam.life = params.life;
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childParam.sideOverride = i;
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@ -174,4 +174,4 @@ public class RegionPart extends DrawPart{
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child.getOutlines(out);
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}
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}
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}
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}
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@ -20,6 +20,10 @@ public class WeaponMount{
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public float heat;
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/** lerps to 1 when shooting, 0 when not */
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public float warmup;
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/** is the weapon actively charging */
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public boolean charging;
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/** counts up to 1 when charging, 0 when not */
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public float charge;
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/** lerps to reload time */
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public float smoothReload;
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/** aiming position in world coordinates */
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@ -1104,9 +1104,9 @@ public class UnitType extends UnlockableContent{
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WeaponMount first = unit.mounts.length > part.weaponIndex ? unit.mounts[part.weaponIndex] : null;
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if(first != null){
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DrawPart.params.set(first.warmup, first.reload / weapons.first().reload, first.smoothReload, first.heat, first.recoil, unit.x, unit.y, unit.rotation);
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DrawPart.params.set(first.warmup, first.reload / weapons.first().reload, first.smoothReload, first.heat, first.recoil, first.charge, unit.x, unit.y, unit.rotation);
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}else{
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DrawPart.params.set(0f, 0f, 0f, 0f, 0f, unit.x, unit.y, unit.rotation);
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DrawPart.params.set(0f, 0f, 0f, 0f, 0f, 0f, unit.x, unit.y, unit.rotation);
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}
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if(unit instanceof Scaled s){
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@ -178,8 +178,6 @@ public class Weapon implements Cloneable{
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}
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public void draw(Unit unit, WeaponMount mount){
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if(!region.found()) return;
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//apply layer offset, roll it back at the end
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float z = Draw.z();
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Draw.z(z + layerOffset);
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@ -200,7 +198,7 @@ public class Weapon implements Cloneable{
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}
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if(parts.size > 0){
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DrawPart.params.set(mount.warmup, mount.reload / reload, mount.smoothReload, mount.heat, mount.recoil, wx, wy, weaponRotation + 90);
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DrawPart.params.set(mount.warmup, mount.reload / reload, mount.smoothReload, mount.heat, mount.recoil, mount.charge, wx, wy, weaponRotation + 90);
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DrawPart.params.sideMultiplier = flipSprite ? -1 : 1;
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for(int i = 0; i < parts.size; i++){
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@ -213,7 +211,7 @@ public class Weapon implements Cloneable{
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Draw.xscl = -Mathf.sign(flipSprite);
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Draw.rect(region, wx, wy, weaponRotation);
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if(region.found()) Draw.rect(region, wx, wy, weaponRotation);
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if(cellRegion.found()){
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Draw.color(unit.type.cellColor(unit));
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@ -255,6 +253,7 @@ public class Weapon implements Cloneable{
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mount.recoil = Mathf.approachDelta(mount.recoil, 0, unit.reloadMultiplier / recoilTime);
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mount.warmup = Mathf.lerpDelta(mount.warmup, (can && mount.shoot) || (continuous && mount.bullet != null) ? 1f : 0f, shootWarmupSpeed);
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mount.smoothReload = Mathf.lerpDelta(mount.smoothReload, mount.reload / reload, smoothReloadSpeed);
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mount.charge = mount.charging && shoot.firstShotDelay > 0 ? Mathf.approachDelta(mount.charge, 1, 1 / shoot.firstShotDelay) : 0;
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//rotate if applicable
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if(rotate && (mount.rotate || mount.shoot) && can){
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@ -388,6 +387,7 @@ public class Weapon implements Cloneable{
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unit.apply(shootStatus, shootStatusDuration);
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if(shoot.firstShotDelay > 0){
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mount.charging = true;
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chargeSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
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bullet.chargeEffect.at(shootX, shootY, rotation, bullet.keepVelocity || parentizeEffects ? unit : null);
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}
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@ -398,13 +398,14 @@ public class Weapon implements Cloneable{
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}else{
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bullet(unit, mount, xOffset, yOffset, angle, mover);
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}
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mount.totalShots ++;
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mount.totalShots++;
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});
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}
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protected void bullet(Unit unit, WeaponMount mount, float xOffset, float yOffset, float angleOffset, Mover mover){
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if(!unit.isAdded()) return;
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mount.charging = false;
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float
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xSpread = Mathf.range(xRand),
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weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : baseRotation),
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@ -200,7 +200,7 @@ public class Turret extends ReloadTurret{
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public Seq<AmmoEntry> ammo = new Seq<>();
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public int totalAmmo;
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public float curRecoil, heat, logicControlTime = -1;
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public float shootWarmup;
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public float shootWarmup, charge;
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public int totalShots;
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//turrets need to shoot once for 'visual reload' to be valid, otherwise they seem stuck at reload 0 when placed.
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public boolean visualReloadValid;
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@ -348,8 +348,9 @@ public class Turret extends ReloadTurret{
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wasShooting = false;
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curRecoil = Math.max(curRecoil - Time.delta / recoilTime , 0);
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heat = Math.max(heat - Time.delta / cooldownTime, 0);
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curRecoil = Mathf.approachDelta(curRecoil, 0, 1 / recoilTime);
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heat = Mathf.approachDelta(heat, 0, 1 / cooldownTime);
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charge = charging() ? Mathf.approachDelta(charge, 1, 1 / shoot.firstShotDelay) : 0;
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unit.tile(this);
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unit.rotation(rotation);
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@ -70,7 +70,7 @@ public class DrawTurret extends DrawBlock{
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float progress = tb.visualReloadValid ? tb.progress() : 1f;
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//TODO no smooth reload
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var params = DrawPart.params.set(build.warmup(), 1f - progress, 1f - progress, tb.heat, tb.curRecoil, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
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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);
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for(var part : parts){
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part.draw(params);
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