New placement system without limits, queue block placements

This commit is contained in:
Anuken
2018-05-17 20:36:43 -07:00
parent 97cac33773
commit 19e62786c9
20 changed files with 283 additions and 164 deletions

View File

@@ -15,7 +15,8 @@ import static io.anuke.mindustry.Vars.world;
public class Shaders{
public static final Outline outline = new Outline();
public static final Inline inline = new Inline();
public static final BlockBuild blockbuild = new BlockBuild();
public static final BlockPreview blockpreview = new BlockPreview();
public static final Shield shield = new Shield();
public static final SurfaceShader water = new SurfaceShader("water");
public static final SurfaceShader lava = new SurfaceShader("lava");
@@ -73,12 +74,12 @@ public class Shaders{
}
}
public static class Inline extends Shader{
public static class BlockBuild extends Shader{
public Color color = new Color();
public float progress;
public Inline(){
super("inline-lines", "default");
public BlockBuild(){
super("blockbuild", "default");
}
@Override
@@ -88,7 +89,25 @@ public class Shaders{
shader.setUniformf("u_uv", region.getU(), region.getV());
shader.setUniformf("u_uv2", region.getU2(), region.getV2());
shader.setUniformf("u_time", Timers.time());
shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth(), region.getTexture().getHeight()));
shader.setUniformf("u_texsize", region.getTexture().getWidth(), region.getTexture().getHeight());
}
}
public static class BlockPreview extends Shader{
public Color color = new Color();
public BlockPreview(){
super("blockpreview", "default");
}
@Override
public void apply(){
// shader.setUniformf("u_progress", progress);
shader.setUniformf("u_color", color);
shader.setUniformf("u_uv", region.getU(), region.getV());
shader.setUniformf("u_uv2", region.getU2(), region.getV2());
//shader.setUniformf("u_time", Timers.time());
shader.setUniformf("u_texsize", region.getTexture().getWidth(), region.getTexture().getHeight());
}
}