WIP 3rd core unit

This commit is contained in:
Anuken
2022-02-07 16:46:30 -05:00
parent c5bffd887e
commit 8fb37c1c0a
5 changed files with 39 additions and 51 deletions

View File

@@ -3189,7 +3189,7 @@ public class UnitTypes{
mineFloor = false;
mineHardnessScaling = false;
flying = true;
mineSpeed = 4f;
mineSpeed = 5f;
mineTier = 4;
buildSpeed = 1.1f;
drag = 0.08f;
@@ -3241,67 +3241,54 @@ public class UnitTypes{
envDisabled = 0;
lowAltitude = false;
flying = true;
targetAir = false;
mineWalls = true;
mineFloor = false;
mineHardnessScaling = false;
flying = true;
mineSpeed = 6f;
mineTier = 4;
buildSpeed = 2f;
drag = 0.06f;
speed = 2.6f;
rotateSpeed = 3f;
accel = 0.11f;
itemCapacity = 140;
health = 1300f;
buildSpeed = 1.4f;
drag = 0.08f;
speed = 7.1f;
rotateSpeed = 8f;
accel = 0.08f;
itemCapacity = 110;
health = 700f;
armor = 3f;
hitSize = 36f;
buildBeamOffset = 72f / 4f;
engineSize = 0;
payloadCapacity = Mathf.sqr(3f) * tilePayload;
hitSize = 12f;
drawBuildBeam = false;
rotateToBuilding = false;
float es = 3.8f;
engineOffset = 7.4f;
engineSize = 3.3f;
setEnginesMirror(
new UnitEngine(49 / 4f, 51 / 4f, es, 45f),
new UnitEngine(67 / 4f, -30 / 4f, es, 315f),
new UnitEngine(49 / 4f, -62 / 4f, es, 315f)
new UnitEngine(34 / 4f, -12 / 4f, 2.7f, 315f),
new UnitEngine(27 / 4f, -34 / 4f, 2.7f, 315f)
);
//TODO repair weapon
Vec2[] positions = {/*new Vec2(30f, 50f), */new Vec2(60f, -15f)};
int i = 0;
weapons.add(new RepairBeamWeapon(){{
reload = 25f;
x = 19f/4f;
y = 19f/4f;
rotate = false;
shootY = 0f;
beamWidth = 0.7f;
repairSpeed = 0.2f;
aimDst = 0f;
shootCone = 16f;
fractionRepair = true;
mirror = true;
for(var pos : positions){
int fi = i;
//TODO change to BuildWeapon properly, remove standard build beam and rotation
weapons.add(new BuildWeapon("incite-weapon"){{
rotate = true;
reload = fi == 0 ? 25f : 35f;
rotateSpeed = 7f;
x = pos.x/4f;
y = pos.y/4f;
shootY = 5.75f;
recoil = 2f;
targetUnits = false;
targetBuildings = true;
autoTarget = false;
controllable = true;
laserColor = Pal.accent;
healColor = Pal.accent;
bullet = new BasicBulletType(5f, 17){{
width = 7f;
height = 12f;
shootEffect = Fx.sparkShoot;
smokeEffect = Fx.shootBigSmoke;
hitColor = backColor = trailColor = Pal.bulletYellowBack;
frontColor = Color.white;
trailWidth = 1.5f;
trailLength = 7;
hitEffect = despawnEffect = Fx.hitBulletColor;
}};
}});
i ++;
}
bullet = new BulletType(){{
maxRange = 65f;
}};
}});
}};
//endregion