Allow heat region to produce light (#6879)
* Allow heat region to produce light * Method overload for backwards compatability
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@@ -25,6 +25,8 @@ public class RegionPart extends DrawPart{
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public boolean outline = true;
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/** If true, the base + outline regions are drawn. Set to false for heat-only regions. */
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public boolean drawRegion = true;
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/** If true, the heat region produces light. */
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public boolean heatLight = false;
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/** Progress function for determining position/rotation. */
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public PartProgress progress = PartProgress.warmup;
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/** Progress function for heat alpha. */
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@@ -34,6 +36,7 @@ public class RegionPart extends DrawPart{
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public float outlineLayerOffset = -0.001f;
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public float x, y, rotation;
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public float moveX, moveY, moveRot;
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public float heatLightOpacity = 0.3f;
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public @Nullable Color color, colorTo, mixColor, mixColorTo;
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public Color heatColor = Pal.turretHeat.cpy();
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public Seq<DrawPart> children = new Seq<>();
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@@ -119,7 +122,10 @@ public class RegionPart extends DrawPart{
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}
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if(heat.found()){
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Drawf.additive(heat, heatColor.write(Tmp.c1).a(heatProgress.getClamp(params) * heatColor.a), rx, ry, rot, turretShading ? turretHeatLayer : Draw.z() + heatLayerOffset);
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float hprog = heatProgress.getClamp(params);
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heatColor.write(Tmp.c1).a(hprog * heatColor.a);
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Drawf.additive(heat, Tmp.c1, rx, ry, rot, turretShading ? turretHeatLayer : Draw.z() + heatLayerOffset);
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if(heatLight) Drawf.light(rx, ry, heat, rot, Tmp.c1, heatLightOpacity * hprog);
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}
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Draw.xscl *= sign;
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