Bullet/weapon cleanup
This commit is contained in:
@@ -37,7 +37,7 @@ public class SuicideAI extends GroundAI{
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if(!Units.invalidateTarget(target, unit, unit.range()) && unit.hasWeapons()){
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rotate = true;
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shoot = unit.within(target, unit.type.weapons.first().bullet.range() +
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shoot = unit.within(target, unit.type.weapons.first().bullet.range +
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(target instanceof Building b ? b.block.size * Vars.tilesize / 2f : ((Hitboxc)target).hitSize() / 2f));
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//do not move toward walls or transport blocks
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@@ -3019,24 +3019,24 @@ public class UnitTypes{
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shake = 1f;
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speed = 0f;
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keepVelocity = false;
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}};
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unitSpawned = new MissileUnitType("quell-missile"){{
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speed = 3.8f;
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maxRange = 6f;
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lifetime = 60f * 1.2f;
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outlineColor = Pal.darkOutline;
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health = 45;
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spawnUnit = new MissileUnitType("quell-missile"){{
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speed = 3.8f;
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maxRange = 6f;
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lifetime = 60f * 1.2f;
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outlineColor = Pal.darkOutline;
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health = 45;
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weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(100f, 22f){{
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shootEffect = Fx.massiveExplosion;
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}};
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}});
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weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(100f, 22f){{
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shootEffect = Fx.massiveExplosion;
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}};
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}});
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}};
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}};
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}});
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@@ -3124,62 +3124,62 @@ public class UnitTypes{
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shake = 1f;
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speed = 0f;
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keepVelocity = false;
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}};
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unitSpawned = new MissileUnitType("disrupt-missile"){{
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speed = 4.5f;
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maxRange = 5f;
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outlineColor = Pal.darkOutline;
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health = 70;
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homingDelay = 10f;
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lowAltitude = true;
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engineSize = 3f;
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deathExplosionEffect = Fx.none;
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spawnUnit = new MissileUnitType("disrupt-missile"){{
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speed = 4.5f;
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maxRange = 5f;
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outlineColor = Pal.darkOutline;
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health = 70;
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homingDelay = 10f;
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lowAltitude = true;
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engineSize = 3f;
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deathExplosionEffect = Fx.none;
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parts.add(new ShapePart(){{
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layer = Layer.effect;
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circle = true;
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y = -0.25f;
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radius = 1.5f;
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color = Pal.suppress;
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colorTo = Color.white;
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progress = PartProgress.life.curve(Interp.pow5In);
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}});
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parts.add(new ShapePart(){{
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layer = Layer.effect;
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circle = true;
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y = -0.25f;
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radius = 1.5f;
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color = Pal.suppress;
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colorTo = Color.white;
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progress = PartProgress.life.curve(Interp.pow5In);
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}});
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parts.add(new RegionPart("-fin"){{
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mirror = true;
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progress = PartProgress.life.mul(3f).curve(Interp.pow5In);
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moveRot = 32f;
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rotation = -6f;
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moveY = 1.5f;
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x = 3f / 4f;
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y = -6f / 4f;
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}});
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parts.add(new RegionPart("-fin"){{
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mirror = true;
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progress = PartProgress.life.mul(3f).curve(Interp.pow5In);
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moveRot = 32f;
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rotation = -6f;
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moveY = 1.5f;
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x = 3f / 4f;
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y = -6f / 4f;
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}});
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weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(120f, 25f){{
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suppressionRange = 140f;
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shootEffect = new ExplosionEffect(){{
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lifetime = 50f;
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waveStroke = 5f;
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waveLife = 8f;
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waveColor = Color.white;
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sparkColor = smokeColor = Pal.suppress;
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waveRad = 40f;
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smokeSize = 4f;
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smokes = 7;
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smokeSizeBase = 0f;
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sparks = 10;
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sparkRad = 40f;
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sparkLen = 6f;
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sparkStroke = 2f;
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weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(120f, 25f){{
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suppressionRange = 140f;
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shootEffect = new ExplosionEffect(){{
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lifetime = 50f;
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waveStroke = 5f;
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waveLife = 8f;
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waveColor = Color.white;
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sparkColor = smokeColor = Pal.suppress;
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waveRad = 40f;
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smokeSize = 4f;
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smokes = 7;
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smokeSizeBase = 0f;
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sparks = 10;
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sparkRad = 40f;
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sparkLen = 6f;
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sparkStroke = 2f;
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}};
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}};
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}};
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}});
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}});
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}};
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}};
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}});
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@@ -9,6 +9,7 @@ import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.ai.types.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.content.*;
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import mindustry.ctype.*;
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@@ -122,6 +123,8 @@ public class BulletType extends Content implements Cloneable{
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public float rangeOverride = -1f;
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/** When used in a turret with multiple ammo types, this can be set to a non-zero value to influence range. */
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public float rangeChange = 0f;
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/** Range initialized in init(). */
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public float range = 0f;
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/** % of block health healed **/
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public float healPercent = 0f;
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/** flat amount of block health healed */
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@@ -148,6 +151,8 @@ public class BulletType extends Content implements Cloneable{
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public Effect healEffect = Fx.healBlockFull;
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/** Bullets spawned when this bullet is created. Rarely necessary, used for visuals. */
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public Seq<BulletType> spawnBullets = new Seq<>();
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/** Unit spawned _instead of_ this bullet. Useful for missiles. */
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public @Nullable UnitType spawnUnit;
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public Color trailColor = Pal.missileYellowBack;
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public float trailChance = -0.0001f;
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@@ -228,9 +233,10 @@ public class BulletType extends Content implements Cloneable{
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return sum;
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}
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/** Returns maximum distance the bullet this bullet type has can travel. */
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public float range(){
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/** @return maximum distance the bullet this bullet type has can travel. */
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protected float calculateRange(){
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if(rangeOverride > 0) return rangeOverride;
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if(spawnUnit != null) return spawnUnit.lifetime * spawnUnit.speed;
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return Math.max(Mathf.zero(drag) ? speed * lifetime : speed * (1f - Mathf.pow(1f - drag, lifetime)) / drag, maxRange);
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}
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@@ -471,6 +477,7 @@ public class BulletType extends Content implements Cloneable{
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}
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drawSize = Math.max(drawSize, trailLength * speed * 2f);
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range = calculateRange();
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}
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@Override
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@@ -478,35 +485,54 @@ public class BulletType extends Content implements Cloneable{
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return ContentType.bullet;
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}
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public Bullet create(Teamc owner, float x, float y, float angle){
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public @Nullable Bullet create(Teamc owner, float x, float y, float angle){
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return create(owner, owner.team(), x, y, angle);
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}
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public Bullet create(Entityc owner, Team team, float x, float y, float angle){
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public @Nullable Bullet create(Entityc owner, Team team, float x, float y, float angle){
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return create(owner, team, x, y, angle, 1f);
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}
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public Bullet create(Entityc owner, Team team, float x, float y, float angle, float velocityScl){
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public @Nullable Bullet create(Entityc owner, Team team, float x, float y, float angle, float velocityScl){
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return create(owner, team, x, y, angle, -1, velocityScl, 1f, null);
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}
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public Bullet create(Entityc owner, Team team, float x, float y, float angle, float velocityScl, float lifetimeScl){
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public @Nullable Bullet create(Entityc owner, Team team, float x, float y, float angle, float velocityScl, float lifetimeScl){
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return create(owner, team, x, y, angle, -1, velocityScl, lifetimeScl, null);
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}
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public Bullet create(Bullet parent, float x, float y, float angle){
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public @Nullable Bullet create(Bullet parent, float x, float y, float angle){
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return create(parent.owner, parent.team, x, y, angle);
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}
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public Bullet create(Bullet parent, float x, float y, float angle, float velocityScl, float lifeScale){
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public @Nullable Bullet create(Bullet parent, float x, float y, float angle, float velocityScl, float lifeScale){
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return create(parent.owner, parent.team, x, y, angle, velocityScl, lifeScale);
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}
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public Bullet create(Bullet parent, float x, float y, float angle, float velocityScl){
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public @Nullable Bullet create(Bullet parent, float x, float y, float angle, float velocityScl){
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return create(parent.owner(), parent.team, x, y, angle, velocityScl);
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}
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public Bullet create(@Nullable Entityc owner, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data){
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public @Nullable Bullet create(@Nullable Entityc owner, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data){
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if(spawnUnit != null){
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//don't spawn units clientside!
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if(!net.client()){
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Unit spawned = spawnUnit.create(team);
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spawned.set(x, y);
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spawned.rotation = angle;
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//immediately spawn at top speed, since it was launched
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spawned.vel.trns(angle, spawnUnit.speed);
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//assign unit owner
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if(spawned.controller() instanceof MissileAI ai && owner instanceof Unit unit){
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ai.shooter = unit;
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}
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spawned.add();
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}
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//no bullet returned
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return null;
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}
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Bullet bullet = Bullet.create();
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bullet.type = this;
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bullet.owner = owner;
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@@ -43,7 +43,7 @@ public class ContinuousBulletType extends BulletType{
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}
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@Override
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public float range(){
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protected float calculateRange(){
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return Math.max(length, maxRange);
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}
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@@ -57,7 +57,7 @@ public class LaserBulletType extends BulletType{
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}
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@Override
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public float range(){
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protected float calculateRange(){
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return Math.max(length, maxRange);
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}
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@@ -24,7 +24,7 @@ public class LightningBulletType extends BulletType{
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}
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@Override
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public float range(){
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protected float calculateRange(){
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return (lightningLength + lightningLengthRand/2f) * 6f;
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}
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@@ -30,7 +30,7 @@ public class RailBulletType extends BulletType{
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}
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@Override
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public float range(){
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protected float calculateRange(){
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return length;
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}
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@@ -52,7 +52,7 @@ public class SapBulletType extends BulletType{
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}
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@Override
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public float range(){
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protected float calculateRange(){
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return Math.max(length, maxRange);
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}
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@@ -47,7 +47,7 @@ public class ShrapnelBulletType extends BulletType{
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}
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@Override
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public float range(){
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protected float calculateRange(){
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return Math.max(length, maxRange);
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}
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@@ -10,7 +10,6 @@ import arc.math.geom.*;
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import arc.scene.ui.layout.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.ai.types.*;
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import mindustry.audio.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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@@ -28,8 +27,6 @@ public class Weapon implements Cloneable{
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public String name;
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/** bullet shot */
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public BulletType bullet = Bullets.standardCopper;
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/** unit, to spawn at bullet, e.g. missile. TODO prevent bullet creation */
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public @Nullable UnitType unitSpawned;
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/** shell ejection effect */
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public Effect ejectEffect = Fx.none;
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/** whether to consume ammo when ammo is enabled in rules */
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@@ -238,7 +235,7 @@ public class Weapon implements Cloneable{
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}
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public float range(){
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return unitSpawned != null ? unitSpawned.lifetime * unitSpawned.speed : bullet.range();
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return bullet.range;
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}
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public void update(Unit unit, WeaponMount mount){
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@@ -278,18 +275,18 @@ public class Weapon implements Cloneable{
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//find a new target
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if(!controllable && autoTarget){
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if((mount.retarget -= Time.delta) <= 0f){
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mount.target = findTarget(unit, mountX, mountY, bullet.range(), bullet.collidesAir, bullet.collidesGround);
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mount.target = findTarget(unit, mountX, mountY, bullet.range, bullet.collidesAir, bullet.collidesGround);
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mount.retarget = mount.target == null ? targetInterval : targetSwitchInterval;
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}
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if(mount.target != null && checkTarget(unit, mount.target, mountX, mountY, bullet.range())){
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if(mount.target != null && checkTarget(unit, mount.target, mountX, mountY, bullet.range)){
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mount.target = null;
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}
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boolean shoot = false;
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if(mount.target != null){
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shoot = mount.target.within(mountX, mountY, bullet.range() + Math.abs(shootY) + (mount.target instanceof Sized s ? s.hitSize()/2f : 0f)) && can;
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shoot = mount.target.within(mountX, mountY, bullet.range + Math.abs(shootY) + (mount.target instanceof Sized s ? s.hitSize()/2f : 0f)) && can;
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if(predictTarget){
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Vec2 to = Predict.intercept(unit, mount.target, bullet.speed);
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@@ -348,7 +345,7 @@ public class Weapon implements Cloneable{
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mount.reload <= 0.0001f && //reload has to be 0
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Angles.within(rotate ? mount.rotation : unit.rotation, mount.targetRotation, shootCone) //has to be within the cone
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){
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shoot(unit, mount, bulletX, bulletY, mount.aimX, mount.aimY, mountX, mountY, shootAngle, Mathf.sign(x));
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shoot(unit, mount, bulletX, bulletY, shootAngle);
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mount.reload = reload;
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@@ -371,45 +368,46 @@ public class Weapon implements Cloneable{
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return rotate ? unit.rotation + mount.rotation : Angles.angle(bulletX, bulletY, mount.aimX, mount.aimY) + (unit.rotation - unit.angleTo(mount.aimX, mount.aimY));
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}
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protected void shoot(Unit unit, WeaponMount mount, float shootX, float shootY, float aimX, float aimY, float mountX, float mountY, float rotation, int side){
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protected void shoot(Unit unit, WeaponMount mount, float shootX, float shootY, float rotation){
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boolean delay = firstShotDelay + shotDelay > 0f;
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float lifeScl = bullet.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, aimX, aimY) / bullet.range()) : 1f;
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Unit parent = bullet.keepVelocity || parentizeEffects ? unit : null;
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//TODO merge with Turret behavior if possible
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if(delay){
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if(firstShotDelay > 0){
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chargeSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
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bullet.chargeEffect.at(shootX, shootY, rotation, parent);
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}
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for(int i = 0; i < shots; i++){
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float angleOffset = i * spacing - (shots - 1) * spacing / 2f;
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//shot patterns should be able to customize:
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//- the position of a specific bullet index
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//- the delay of a specific bullet index
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Time.run(i * shotDelay + firstShotDelay, () -> {
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//everything needs to be re-calculated again
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float
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rweaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : 0),
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rmountX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
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rmountY = unit.y + Angles.trnsy(unit.rotation - 90, x, y),
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rbulletX = rmountX + Angles.trnsx(rweaponRotation, this.shootX, this.shootY),
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rbulletY = rmountY + Angles.trnsy(rweaponRotation, this.shootX, this.shootY),
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shootAngle = bulletRotation(unit, mount, rbulletX, rbulletY);
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mount.bullet = bullet(mount, unit, rbulletX, rbulletY, angleOffset + Mathf.range(inaccuracy) + shootAngle, lifeScl, side, rotation, rmountX, rmountY);
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});
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}
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}else{
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for(int i = 0; i < shots; i++){
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float angleOffset = i * spacing - (shots - 1) * spacing / 2f;
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mount.bullet = bullet(mount, unit, shootX, shootY, angleOffset + rotation + Mathf.range(inaccuracy), lifeScl, side, rotation, mountX, mountY);
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//TODO merge with Turret behavior if possible
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for(int i = 0; i < shots; i++){
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float angleOffset = i * spacing - (shots - 1) * spacing / 2f;
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if(delay){
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Time.run(i * shotDelay + firstShotDelay, () -> shoot(unit, mount, angleOffset));
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}else{
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shoot(unit, mount, angleOffset);
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}
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}
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unit.apply(shootStatus, shootStatusDuration);
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}
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protected @Nullable Bullet bullet(WeaponMount mount, Unit unit, float shootX, float shootY, float angle, float lifescl, int side, float mountRotation, float mountX, float mountY){
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protected void shoot(Unit unit, WeaponMount mount, float angleOffset){
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float
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weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : 0),
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mountX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
|
||||
mountY = unit.y + Angles.trnsy(unit.rotation - 90, x, y),
|
||||
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX, this.shootY),
|
||||
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX, this.shootY),
|
||||
shootAngle = bulletRotation(unit, mount, bulletX, bulletY),
|
||||
lifeScl = bullet.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, mount.aimX, mount.aimY) / bullet.range) : 1f;
|
||||
|
||||
mount.bullet = bullet(mount, unit, shootX, shootY, angleOffset + shootAngle + Mathf.range(inaccuracy), lifeScl, shootAngle, mountX, mountY);
|
||||
}
|
||||
|
||||
protected @Nullable Bullet bullet(WeaponMount mount, Unit unit, float shootX, float shootY, float angle, float lifescl, float mountRotation, float mountX, float mountY){
|
||||
if(!unit.isAdded()) return null;
|
||||
|
||||
float
|
||||
@@ -417,30 +415,13 @@ public class Weapon implements Cloneable{
|
||||
x = shootX + Angles.trnsx(angle, 0, xr),
|
||||
y = shootY + Angles.trnsy(angle, 0, xr);
|
||||
|
||||
Bullet result = null;
|
||||
|
||||
if(unitSpawned == null){
|
||||
result = bullet.create(unit, unit.team, x, y, angle, (1f - velocityRnd) + Mathf.random(velocityRnd), lifescl);
|
||||
}else{
|
||||
//don't spawn units clientside!
|
||||
if(!net.client()){
|
||||
Unit spawned = unitSpawned.create(unit.team);
|
||||
spawned.set(x, y);
|
||||
spawned.rotation = angle;
|
||||
//immediately spawn at top speed, since it was launched
|
||||
spawned.vel.trns(angle, unitSpawned.speed);
|
||||
if(spawned.controller() instanceof MissileAI ai){
|
||||
ai.shooter = unit;
|
||||
}
|
||||
spawned.add();
|
||||
}
|
||||
}
|
||||
Bullet result = bullet.create(unit, unit.team, x, y, angle, (1f - velocityRnd) + Mathf.random(velocityRnd), lifescl);
|
||||
|
||||
if(!continuous){
|
||||
shootSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
|
||||
}
|
||||
|
||||
ejectEffect.at(mountX, mountY, angle * side);
|
||||
ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
|
||||
bullet.shootEffect.at(shootX, shootY, angle, bullet.hitColor, unit);
|
||||
bullet.smokeEffect.at(shootX, shootY, angle, bullet.hitColor, unit);
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ package mindustry.world.blocks.defense.turrets;
|
||||
|
||||
import arc.math.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.bullet.*;
|
||||
import mindustry.gen.*;
|
||||
@@ -31,7 +32,7 @@ public class ContinuousTurret extends Turret{
|
||||
}
|
||||
|
||||
public class ContinuousTurretBuild extends TurretBuild{
|
||||
public Bullet bullet;
|
||||
public @Nullable Bullet bullet;
|
||||
|
||||
@Override
|
||||
protected void updateCooling(){
|
||||
|
||||
@@ -29,7 +29,7 @@ public class LaserTurret extends PowerTurret{
|
||||
}
|
||||
|
||||
public class LaserTurretBuild extends PowerTurretBuild{
|
||||
public Bullet bullet;
|
||||
public @Nullable Bullet bullet;
|
||||
public float bulletLife;
|
||||
|
||||
@Override
|
||||
|
||||
@@ -512,7 +512,6 @@ public class Turret extends ReloadTurret{
|
||||
recoil = recoilAmount;
|
||||
heat = 1f;
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy));
|
||||
effects();
|
||||
charging = false;
|
||||
});
|
||||
|
||||
@@ -525,7 +524,6 @@ public class Turret extends ReloadTurret{
|
||||
|
||||
bulletOffset.trns(rotation, shootLength, Mathf.range(xRand));
|
||||
bullet(peekAmmo(), rotation + Mathf.range(inaccuracy + peekAmmo().inaccuracy) + (ii - (int)(shots / 2f)) * spread);
|
||||
effects();
|
||||
useAmmo();
|
||||
recoil = recoilAmount;
|
||||
heat = 1f;
|
||||
@@ -544,7 +542,6 @@ public class Turret extends ReloadTurret{
|
||||
bulletOffset.trns(rotation - 90, (spread) * i + Mathf.range(xRand), shootLength);
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy));
|
||||
shotCounter ++;
|
||||
effects();
|
||||
}
|
||||
}else{
|
||||
bulletOffset.trns(rotation, shootLength, Mathf.range(xRand));
|
||||
@@ -553,7 +550,6 @@ public class Turret extends ReloadTurret{
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy) + (i - (int)(shots / 2f)) * spread);
|
||||
shotCounter ++;
|
||||
}
|
||||
effects();
|
||||
}
|
||||
|
||||
recoil = recoilAmount;
|
||||
@@ -563,9 +559,10 @@ public class Turret extends ReloadTurret{
|
||||
}
|
||||
|
||||
protected void bullet(BulletType type, float angle){
|
||||
float lifeScl = type.scaleVelocity ? Mathf.clamp(Mathf.dst(x + bulletOffset.x, y + bulletOffset.y, targetPos.x, targetPos.y) / type.range(), minRange / type.range(), range() / type.range()) : 1f;
|
||||
float lifeScl = type.scaleVelocity ? Mathf.clamp(Mathf.dst(x + bulletOffset.x, y + bulletOffset.y, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
|
||||
|
||||
type.create(this, team, x + bulletOffset.x, y + bulletOffset.y, angle, 1f + Mathf.range(velocityInaccuracy), lifeScl);
|
||||
effects();
|
||||
}
|
||||
|
||||
protected void effects(){
|
||||
|
||||
Reference in New Issue
Block a user