More sounds, shrapnel bullet visuals tweak, ambient reactor cooldown
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@@ -280,7 +280,7 @@ public class UnitTypes{
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recoil = 5f;
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shake = 2f;
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ejectEffect = Fx.casing4;
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shootSound = Sounds.bang;
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shootSound = Sounds.shootReign;
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bullet = new BasicBulletType(13f, 80){{
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pierce = true;
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@@ -62,7 +62,7 @@ public class ShrapnelBulletType extends BulletType{
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Drawf.tri(b.x + Tmp.v1.x, b.y + Tmp.v1.y, serrationWidth, sl, b.rotation() + 90);
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Drawf.tri(b.x + Tmp.v1.x, b.y + Tmp.v1.y, serrationWidth, sl, b.rotation() - 90);
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}
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Drawf.tri(b.x, b.y, width * b.fout(), (realLength + 50), b.rotation());
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Drawf.tri(b.x, b.y, width * b.fout(), (realLength + 4f), b.rotation());
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Drawf.tri(b.x, b.y, width * b.fout(), 10f, b.rotation() + 180f);
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Draw.reset();
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@@ -34,6 +34,8 @@ public class NuclearReactor extends PowerGenerator{
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public float heatOutput = 15f;
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/** rate at which heat progress increases */
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public float heatWarmupRate = 1f;
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/** time taken to cool down if no fuel is inputted even if coolant is not present*/
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public float ambientCooldownTime = 60f * 20f;
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/** threshold at which block starts smoking */
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public float smokeThreshold = 0.3f;
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/** heat threshold at which lights start flashing */
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@@ -104,6 +106,7 @@ public class NuclearReactor extends PowerGenerator{
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}
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}else{
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productionEfficiency = 0f;
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heat = Math.max(0f, heat - Time.delta / ambientCooldownTime);
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}
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if(heat > 0){
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