Merge remote-tracking branch 'origin/master'
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@@ -8,15 +8,15 @@ import mindustry.type.*;
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/** Spawns a certain amount of units upon death. */
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/** Spawns a certain amount of units upon death. */
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public class SpawnDeathAbility extends Ability{
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public class SpawnDeathAbility extends Ability{
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public UnitType type;
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public UnitType unit;
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public int amount = 1, randAmount = 0;
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public int amount = 1, randAmount = 0;
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/** Random spread of units away from the spawned. */
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/** Random spread of units away from the spawned. */
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public float spread = 8f;
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public float spread = 8f;
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/** If true, units spawned face outwards from the middle. */
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/** If true, units spawned face outwards from the middle. */
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public boolean faceOutwards = true;
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public boolean faceOutwards = true;
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public SpawnDeathAbility(UnitType type, int amount, float spread){
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public SpawnDeathAbility(UnitType unit, int amount, float spread){
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this.type = type;
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this.unit = unit;
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this.amount = amount;
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this.amount = amount;
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this.spread = spread;
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this.spread = spread;
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}
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}
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@@ -30,7 +30,7 @@ public class SpawnDeathAbility extends Ability{
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int spawned = amount + Mathf.random(randAmount);
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int spawned = amount + Mathf.random(randAmount);
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for(int i = 0; i < spawned; i++){
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for(int i = 0; i < spawned; i++){
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Tmp.v1.rnd(Mathf.random(spread));
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Tmp.v1.rnd(Mathf.random(spread));
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var u = type.spawn(unit.team, unit.x + Tmp.v1.x, unit.y + Tmp.v1.y);
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var u = this.unit.spawn(unit.team, unit.x + Tmp.v1.x, unit.y + Tmp.v1.y);
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u.rotation = faceOutwards ? Tmp.v1.angle() : unit.rotation + Mathf.range(5f);
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u.rotation = faceOutwards ? Tmp.v1.angle() : unit.rotation + Mathf.range(5f);
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}
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}
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@@ -38,6 +38,8 @@ public class BasicBulletType extends BulletType{
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@Override
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@Override
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public void load(){
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public void load(){
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super.load();
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backRegion = Core.atlas.find(backSprite == null ? (sprite + "-back") : backSprite);
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backRegion = Core.atlas.find(backSprite == null ? (sprite + "-back") : backSprite);
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frontRegion = Core.atlas.find(sprite);
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frontRegion = Core.atlas.find(sprite);
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}
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}
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@@ -301,6 +301,14 @@ public class BulletType extends Content implements Cloneable{
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}
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}
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}
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}
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@Override
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public void load(){
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for(var part : parts){
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part.turretShading = false;
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part.load(null);
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}
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}
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/** @return estimated damage per shot. this can be very inaccurate. */
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/** @return estimated damage per shot. this can be very inaccurate. */
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public float estimateDPS(){
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public float estimateDPS(){
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float sum = damage + splashDamage*0.75f;
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float sum = damage + splashDamage*0.75f;
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