Add flyingLayer to units (#10312)
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@@ -105,6 +105,8 @@ public class UnitType extends UnlockableContent implements Senseable{
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/** for ground units, the layer upon which this unit is drawn */
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groundLayer = Layer.groundUnit,
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/** For units that fly, the layer upon which this unit is drawn. If no value is set, defaults to Layer.flyingUnitLow or Layer.flyingUnit depending on lowAltitude */
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flyingLayer = -1,
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/** Payload capacity of this unit in world units^2 */
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payloadCapacity = 8,
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/** building speed multiplier; <0 to disable. */
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@@ -730,6 +732,7 @@ public class UnitType extends UnlockableContent implements Senseable{
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autoFindTarget = !weapons.contains(w -> w.shootStatus.speedMultiplier < 0.99f) || alwaysShootWhenMoving;
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}
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if(flyingLayer < 0) flyingLayer = lowAltitude ? Layer.flyingUnitLow : Layer.flyingUnit;
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clipSize = Math.max(clipSize, lightRadius * 1.1f);
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singleTarget = weapons.size <= 1 && !forceMultiTarget;
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@@ -1226,7 +1229,7 @@ public class UnitType extends UnlockableContent implements Senseable{
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boolean isPayload = !unit.isAdded();
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Mechc mech = unit instanceof Mechc ? (Mechc)unit : null;
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float z = isPayload ? Draw.z() : unit.elevation > 0.5f ? (lowAltitude ? Layer.flyingUnitLow : Layer.flyingUnit) : groundLayer + Mathf.clamp(hitSize / 4000f, 0, 0.01f);
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float z = isPayload ? Draw.z() : (unit.elevation > 0.5f ? flyingLayer : groundLayer) + Mathf.clamp(hitSize / 4000f, 0, 0.01f);
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if(unit.controller().isBeingControlled(player.unit())){
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drawControl(unit);
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