UnitType docs

This commit is contained in:
Anuken
2022-05-01 23:50:49 -04:00
parent 5e7428f034
commit 1d249f233f
16 changed files with 456 additions and 282 deletions

View File

@@ -826,7 +826,7 @@ public class DesktopInput extends InputHandler{
}
float mouseAngle = Angles.mouseAngle(unit.x, unit.y);
boolean aimCursor = omni && player.shooting && unit.type.hasWeapons() && unit.type.faceTarget && !boosted && unit.type.rotateShooting;
boolean aimCursor = omni && player.shooting && unit.type.hasWeapons() && unit.type.faceTarget && !boosted;
if(aimCursor){
unit.lookAt(mouseAngle);
@@ -836,7 +836,7 @@ public class DesktopInput extends InputHandler{
unit.movePref(movement);
unit.aim(unit.type.faceTarget ? Core.input.mouseWorld() : Tmp.v1.trns(unit.rotation, Core.input.mouseWorld().dst(unit)).add(unit.x, unit.y));
unit.aim(Core.input.mouseWorld());
unit.controlWeapons(true, player.shooting && !boosted);
player.boosting = Core.input.keyDown(Binding.boost);

View File

@@ -886,7 +886,7 @@ public class MobileInput extends InputHandler implements GestureListener{
float range = unit.hasWeapons() ? unit.range() : 0f;
float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0f;
float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
boolean aimCursor = omni && player.shooting && type.hasWeapons() && type.faceTarget && !boosted && type.rotateShooting;
boolean aimCursor = omni && player.shooting && type.hasWeapons() && !boosted && type.faceTarget;
if(aimCursor){
unit.lookAt(mouseAngle);