Unit assembly drones + more visuals
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@@ -5,7 +5,6 @@ import arc.func.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.Queue;
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import arc.util.*;
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import mindustry.*;
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@@ -27,8 +26,6 @@ import static mindustry.Vars.*;
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@Component
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abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
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static final Vec2[] vecs = new Vec2[]{new Vec2(), new Vec2(), new Vec2(), new Vec2()};
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@Import float x, y, rotation, buildSpeedMultiplier;
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@Import UnitType type;
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@Import Team team;
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@@ -289,22 +286,6 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
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float px = x + Angles.trnsx(rotation, focusLen);
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float py = y + Angles.trnsy(rotation, focusLen);
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float sz = Vars.tilesize * size / 2f;
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float ang = angleTo(tx, ty);
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vecs[0].set(tx - sz, ty - sz);
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vecs[1].set(tx + sz, ty - sz);
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vecs[2].set(tx - sz, ty + sz);
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vecs[3].set(tx + sz, ty + sz);
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Arrays.sort(vecs, Structs.comparingFloat(vec -> -Angles.angleDist(angleTo(vec), ang)));
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Vec2 close = Geometry.findClosest(x, y, vecs);
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float x1 = vecs[0].x, y1 = vecs[0].y,
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x2 = close.x, y2 = close.y,
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x3 = vecs[1].x, y3 = vecs[1].y;
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Draw.z(Layer.buildBeam);
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Draw.alpha(buildAlpha);
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@@ -313,17 +294,7 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
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Fill.square(plan.drawx(), plan.drawy(), size * tilesize/2f);
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}
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if(renderer.animateShields){
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if(close != vecs[0] && close != vecs[1]){
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Fill.tri(px, py, x1, y1, x2, y2);
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Fill.tri(px, py, x3, y3, x2, y2);
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}else{
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Fill.tri(px, py, x1, y1, x3, y3);
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}
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}else{
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Lines.line(px, py, x1, y1);
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Lines.line(px, py, x3, y3);
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}
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Drawf.buildBeam(px, py, tx, ty, Vars.tilesize * size / 2f);
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Fill.square(px, py, 1.8f + Mathf.absin(Time.time, 2.2f, 1.1f), rotation + 45);
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