Unit artillery fix

This commit is contained in:
Anuken
2022-04-26 15:30:06 -04:00
parent b3ec8745d2
commit 1b884c1a5c
6 changed files with 6 additions and 6 deletions

View File

@@ -2261,7 +2261,7 @@ public class UnitTypes{
bullet = new EmpBulletType(){{
float rad = 100f;
scaleVelocity = true;
scaleLife = true;
lightOpacity = 0.7f;
unitDamageScl = 0.8f;
healPercent = 20f;

View File

@@ -13,7 +13,7 @@ public class ArtilleryBulletType extends BasicBulletType{
collidesTiles = false;
collides = false;
collidesAir = false;
scaleVelocity = true;
scaleLife = true;
hitShake = 1f;
hitSound = Sounds.explosion;
hitEffect = Fx.flakExplosion;

View File

@@ -111,7 +111,7 @@ public class BulletType extends Content implements Cloneable{
/** Whether velocity is inherited from the shooter. */
public boolean keepVelocity = true;
/** Whether to scale lifetime (not actually velocity!) to disappear at the target position. Used for artillery. */
public boolean scaleVelocity;
public boolean scaleLife;
/** Whether this bullet can be hit by point defense. */
public boolean hittable = true;
/** Whether this bullet can be reflected. */

View File

@@ -13,7 +13,7 @@ public class PointBulletType extends BulletType{
public float trailSpacing = 10f;
public PointBulletType(){
scaleVelocity = true;
scaleLife = true;
lifetime = 100f;
collides = false;
keepVelocity = false;

View File

@@ -399,7 +399,7 @@ public class Weapon implements Cloneable{
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX + xOffset, this.shootY + yOffset),
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX + xOffset, this.shootY + yOffset),
shootAngle = bulletRotation(unit, mount, bulletX, bulletY) + angleOffset,
lifeScl = bullet.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, mount.aimX, mount.aimY) / bullet.range) : 1f,
lifeScl = bullet.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY) / bullet.range) : 1f,
angle = angleOffset + shootAngle + Mathf.range(inaccuracy);
mount.bullet = bullet.create(unit, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);

View File

@@ -500,7 +500,7 @@ public class Turret extends ReloadTurret{
bulletY = y + Angles.trnsy(rotation - 90, shootX + xOffset, shootY + yOffset),
shootAngle = rotation + angleOffset + Mathf.range(inaccuracy);
float lifeScl = type.scaleVelocity ? Mathf.clamp(Mathf.dst(bulletX, bulletY, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
float lifeScl = type.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
//TODO aimX / aimY for multi shot turrets?
handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, -1f, 1f + Mathf.range(velocityInaccuracy), lifeScl, null, mover, targetPos.x, targetPos.y), xOffset, yOffset, angleOffset);