Internal unit name finalizations
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@@ -15,7 +15,7 @@ public class UnitTypes implements ContentList{
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//region definitions
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//region definitions
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//ground
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//ground
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public static @EntityDef({Unitc.class, Mechc.class}) UnitType mace, dagger, crawler, fortress, siegeArray, eradicator;
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public static @EntityDef({Unitc.class, Mechc.class}) UnitType mace, dagger, crawler, fortress, vestige, cataclyst;
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//ground + builder
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//ground + builder
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public static @EntityDef({Unitc.class, Mechc.class, Builderc.class}) UnitType nova;
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public static @EntityDef({Unitc.class, Mechc.class, Builderc.class}) UnitType nova;
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@@ -157,14 +157,14 @@ public class DefaultWaves{
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spacing = 3;
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spacing = 3;
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}},
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}},
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new SpawnGroup(UnitTypes.siegeArray){{
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new SpawnGroup(UnitTypes.vestige){{
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begin = 41;
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begin = 41;
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unitAmount = 1;
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unitAmount = 1;
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unitScaling = 1;
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unitScaling = 1;
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spacing = 30;
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spacing = 30;
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}},
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}},
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new SpawnGroup(UnitTypes.eradicator){{
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new SpawnGroup(UnitTypes.cataclyst){{
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begin = 81;
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begin = 81;
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unitAmount = 1;
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unitAmount = 1;
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unitScaling = 1;
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unitScaling = 1;
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@@ -32,6 +32,7 @@ public class UnitType extends UnlockableContent{
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public static final float shadowTX = -12, shadowTY = -13, shadowColor = Color.toFloatBits(0, 0, 0, 0.22f);
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public static final float shadowTX = -12, shadowTY = -13, shadowColor = Color.toFloatBits(0, 0, 0, 0.22f);
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private static final Vec2 legOffset = new Vec2();
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private static final Vec2 legOffset = new Vec2();
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//TODO document
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public boolean flying;
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public boolean flying;
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public @NonNull Prov<? extends Unit> constructor;
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public @NonNull Prov<? extends Unit> constructor;
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public @NonNull Prov<? extends UnitController> defaultController = () -> !flying ? new GroundAI() : new FlyingAI();
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public @NonNull Prov<? extends UnitController> defaultController = () -> !flying ? new GroundAI() : new FlyingAI();
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@@ -48,14 +49,12 @@ public class UnitType extends UnlockableContent{
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public int payloadCapacity = 1;
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public int payloadCapacity = 1;
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public int commandLimit = 24;
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public int commandLimit = 24;
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public float visualElevation = -1f;
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public float visualElevation = -1f;
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public float deathShake = 2f;
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public boolean allowLegStep = false;
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public boolean allowLegStep = false;
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public boolean hovering = false;
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public boolean hovering = false;
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public Effect fallEffect = Fx.fallSmoke;
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public Effect fallEffect = Fx.fallSmoke;
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public Effect fallThrusterEffect = Fx.fallSmoke;
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public Effect fallThrusterEffect = Fx.fallSmoke;
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public Seq<Ability> abilities = new Seq<>();
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public Seq<Ability> abilities = new Seq<>();
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//TODO document
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public int legCount = 4, legGroupSize = 2;
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public int legCount = 4, legGroupSize = 2;
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public float legLength = 10f, legSpeed = 0.1f, legTrns = 1f, legBaseOffset = 0f, legMoveSpace = 1f, legExtension = 0, legPairOffset = 0, legLengthScl = 1f, kinematicScl = 1f, maxStretch = 1.75f;
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public float legLength = 10f, legSpeed = 0.1f, legTrns = 1f, legBaseOffset = 0f, legMoveSpace = 1f, legExtension = 0, legPairOffset = 0, legLengthScl = 1f, kinematicScl = 1f, maxStretch = 1.75f;
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public float legSplashDamage = 0f, legSplashRange = 5;
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public float legSplashDamage = 0f, legSplashRange = 5;
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