mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-01-20 17:28:14 +07:00
Misc cleanup
This commit is contained in:
parent
fa6ddd5f50
commit
f573e78f4b
@ -2508,11 +2508,10 @@ public class UnitTypes{
|
||||
speed = 0.48f;
|
||||
health = 20000;
|
||||
armor = 25f;
|
||||
areaDamage = 22f;
|
||||
rotateSpeed = 0.9f;
|
||||
areaDamage = 30f;
|
||||
rotateSpeed = 0.8f;
|
||||
treadRects = new Rect[]{new Rect(27, 152, 56, 73), new Rect(24, 51 - 9, 29, 17), new Rect(59, 18 - 9, 39, 19)};
|
||||
|
||||
//TODO maybe different sprite, weapon impl
|
||||
weapons.add(new Weapon("conquer-weapon"){{
|
||||
layerOffset = 0.1f;
|
||||
reload = 120f;
|
||||
@ -2571,7 +2570,6 @@ public class UnitTypes{
|
||||
}}
|
||||
);
|
||||
|
||||
//TODO this is a bit over-the-top
|
||||
for(int i = 1; i <= 3; i++){
|
||||
int fi = i;
|
||||
parts.add(new RegionPart("-blade"){{
|
||||
@ -2585,7 +2583,6 @@ public class UnitTypes{
|
||||
layerOffset = -0.002f;
|
||||
|
||||
x = 11 / 4f;
|
||||
y = 0 / 4f;
|
||||
}});
|
||||
}
|
||||
|
||||
@ -2621,10 +2618,6 @@ public class UnitTypes{
|
||||
sparkStroke = 3f;
|
||||
}};
|
||||
|
||||
//trailChance = 0.1f;
|
||||
trailInterval = 3f;
|
||||
trailParam = 4f;
|
||||
|
||||
int count = 6;
|
||||
for(int j = 0; j < count; j++){
|
||||
int s = j;
|
||||
@ -2632,7 +2625,7 @@ public class UnitTypes{
|
||||
float fin = 0.05f + (j + 1) / (float)count;
|
||||
float spd = speed;
|
||||
float life = lifetime / Mathf.lerp(fin, 1f, 0.5f);
|
||||
spawnBullets.add(new BasicBulletType(spd * (fin), 40){{
|
||||
spawnBullets.add(new BasicBulletType(spd * fin, 45){{
|
||||
drag = 0.002f;
|
||||
width = 8f;
|
||||
height = 10f;
|
||||
@ -2671,10 +2664,7 @@ public class UnitTypes{
|
||||
}};
|
||||
}});
|
||||
|
||||
//TODO could change color when shooting
|
||||
decals.add(new UnitDecal("conquer-glow", Color.red, Blending.additive){{
|
||||
layer = -1f;
|
||||
}});
|
||||
decals.add(new UnitDecal("conquer-glow", Color.red, Blending.additive, -1f));
|
||||
}};
|
||||
|
||||
//endregion
|
||||
@ -2988,6 +2978,7 @@ public class UnitTypes{
|
||||
}});
|
||||
}
|
||||
|
||||
//TODO needs weapons! cool missiles or something
|
||||
if(false)
|
||||
weapons.add(new Weapon("quell-weapon"){{
|
||||
x = 51 / 4f;
|
||||
|
@ -32,10 +32,9 @@ public class RegionPart extends WeaponPart{
|
||||
public float outlineLayerOffset = -0.001f;
|
||||
public float rotation, rotMove;
|
||||
public float x, y, moveX, moveY;
|
||||
public boolean oscAbs = false;
|
||||
public @Nullable Color color, colorTo;
|
||||
public Color heatColor = Pal.turretHeat.cpy();
|
||||
public @Nullable WeaponPart child;
|
||||
public Seq<WeaponPart> children = new Seq<>();
|
||||
|
||||
public RegionPart(String region){
|
||||
this.suffix = region;
|
||||
@ -103,7 +102,7 @@ public class RegionPart extends WeaponPart{
|
||||
|
||||
//draw child, if applicable - only at the end
|
||||
//TODO lots of copy-paste here
|
||||
if(child != null){
|
||||
if(children.size > 0){
|
||||
for(int s = 0; s < len; s++){
|
||||
int i = (params.sideOverride == -1 ? s : params.sideOverride);
|
||||
float sign = i == 1 ? -1 : 1;
|
||||
@ -111,7 +110,9 @@ public class RegionPart extends WeaponPart{
|
||||
|
||||
childParam.set(params.warmup, params.reload, params.smoothReload, params.heat, params.x + Tmp.v1.x, params.y + Tmp.v1.y, i * sign + rotMove * prog * sign + params.rotation);
|
||||
childParam.sideOverride = i;
|
||||
child.draw(childParam);
|
||||
for(var child : children){
|
||||
child.draw(childParam);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -137,7 +138,7 @@ public class RegionPart extends WeaponPart{
|
||||
}
|
||||
|
||||
heat = Core.atlas.find(name + suffix + "-heat");
|
||||
if(child != null){
|
||||
for(var child : children){
|
||||
child.load(name);
|
||||
}
|
||||
}
|
||||
@ -147,7 +148,7 @@ public class RegionPart extends WeaponPart{
|
||||
if(outline && drawRegion){
|
||||
out.addAll(regions);
|
||||
}
|
||||
if(child != null){
|
||||
for(var child : children){
|
||||
child.getOutlines(out);
|
||||
}
|
||||
}
|
||||
|
@ -24,9 +24,10 @@ public class UnitDecal{
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
public UnitDecal(String region, Color color, Blending blending){
|
||||
public UnitDecal(String region, Color color, Blending blending, float layer){
|
||||
this.region = region;
|
||||
this.color = color;
|
||||
this.layer = layer;
|
||||
this.blending = blending;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user