type.speed -> speed()
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@@ -604,13 +604,6 @@ public class DesktopInput extends InputHandler{
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boolean ground = unit.isGrounded();
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float strafePenalty = ground ? 1f : Mathf.lerp(1f, unit.type.strafePenalty, Angles.angleDist(unit.vel().angle(), unit.rotation()) / 180f);
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float baseSpeed = unit.type.speed;
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//limit speed to minimum formation speed to preserve formation
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if(unit.isCommanding()){
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//add a tiny multiplier to let units catch up just in case
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baseSpeed = unit.minFormationSpeed * 0.95f;
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}
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float speed = unit.realSpeed() * strafePenalty;
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float xa = Core.input.axis(Binding.move_x);
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@@ -857,14 +857,6 @@ public class MobileInput extends InputHandler implements GestureListener{
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float attractDst = 15f;
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float strafePenalty = legs ? 1f : Mathf.lerp(1f, type.strafePenalty, Angles.angleDist(unit.vel.angle(), unit.rotation) / 180f);
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float baseSpeed = unit.type.speed;
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//limit speed to minimum formation speed to preserve formation
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if(unit.isCommanding()){
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//add a tiny multiplier to let units catch up just in case
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baseSpeed = unit.minFormationSpeed * 0.98f;
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}
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float speed = unit.realSpeed() * strafePenalty;
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float range = unit.hasWeapons() ? unit.range() : 0f;
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float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0f;
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@@ -906,7 +898,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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if(player.within(targetPos, attractDst)){
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movement.setZero();
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unit.vel.approachDelta(Vec2.ZERO, type.speed * type.accel / 2f);
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unit.vel.approachDelta(Vec2.ZERO, unit.speed() * type.accel / 2f);
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}
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float expansion = 3f;
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