Merge branch 'master' of https://github.com/Anuken/Mindustry into 7.0-features
Conflicts: gradle.properties
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@@ -181,8 +181,8 @@ public class MapView extends Element implements GestureListener{
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if(Core.scene.getKeyboardFocus() == null || !(Core.scene.getKeyboardFocus() instanceof TextField) && !Core.input.keyDown(KeyCode.controlLeft)){
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float ax = Core.input.axis(Binding.move_x);
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float ay = Core.input.axis(Binding.move_y);
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offsetx -= ax * 15f / zoom;
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offsety -= ay * 15f / zoom;
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offsetx -= ax * 15 * Time.delta / zoom;
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offsety -= ay * 15 * Time.delta / zoom;
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}
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if(Core.input.keyTap(KeyCode.shiftLeft)){
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@@ -36,8 +36,6 @@ public class MoveLightningAbility extends Ability{
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public Effect shootEffect = Fx.sparkShoot;
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public boolean parentizeEffects;
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public Sound shootSound = Sounds.spark;
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protected float side = 1f;
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MoveLightningAbility(){}
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@@ -66,7 +64,7 @@ public class MoveLightningAbility extends Ability{
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public void update(Unit unit){
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float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
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if(Mathf.chance(Time.delta * chance * scl)){
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float x = unit.x + Angles.trnsx(unit.rotation, offset, width * side), y = unit.y + Angles.trnsy(unit.rotation, offset, width * side);
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float x = unit.x + Angles.trnsx(unit.rotation, offset, width), y = unit.y + Angles.trnsy(unit.rotation, offset, width);
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shootEffect.at(x, y, unit.rotation, color, parentizeEffects ? unit : null);
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shootSound.at(unit);
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@@ -78,8 +76,6 @@ public class MoveLightningAbility extends Ability{
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if(bullet != null){
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bullet.create(unit, unit.team, x, y, unit.rotation + bulletAngle + Mathf.range(bulletSpread));
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}
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side *= -1f;
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}
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}
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@@ -124,7 +124,7 @@ public class Block extends UnlockableContent{
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public boolean autoResetEnabled = true;
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/** if true, the block stops updating when disabled */
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public boolean noUpdateDisabled = false;
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/** if true, this block updates when a payload of a unit. Currently unused! */
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/** if true, this block updates when it's a payload in a unit. Currently unused! */
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public boolean updateInUnits = true;
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/** Whether to use this block's color in the minimap. Only used for overlays. */
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public boolean useColor = true;
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