Name cleanup

This commit is contained in:
Anuken
2021-02-12 19:40:29 -05:00
parent 2e6b90d4d5
commit 9050937900
9 changed files with 122 additions and 54 deletions
@@ -54,7 +54,7 @@ public class LoadRenderer implements Disposable{
bars = new Bar[]{
new Bar("s_proc#", OS.cores / 16f, OS.cores < 4),
new Bar("c_aprog", () -> assets != null, () -> assets.getProgress(), () -> false),
new Bar("g_vtype", graphics.getGLVersion().type == Type.GLES ? 0.5f : 1f, graphics.getGLVersion().type == Type.GLES),
new Bar("g_vtype", graphics.getGLVersion().type == GlType.GLES ? 0.5f : 1f, graphics.getGLVersion().type == GlType.GLES),
new Bar("s_mem#", () -> true, () -> Core.app.getJavaHeap() / 1024f / 1024f / 200f, () -> Core.app.getJavaHeap() > 1024 * 1024 * 110),
new Bar("v_ver#", () -> Version.build != 0, () -> Version.build == -1 ? 0.3f : (Version.build - 103f) / 10f, () -> !Version.modifier.equals("release")),
new Bar("s_osv", OS.isWindows ? 0.35f : OS.isLinux ? 0.9f : OS.isMac ? 0.5f : 0.2f, OS.isMac),
+8 -8
View File
@@ -15,10 +15,10 @@ import mindustry.type.*;
import static mindustry.Vars.*;
public class Shaders{
public static BlockBuild blockbuild;
public static BlockBuildShader blockbuild;
public static @Nullable ShieldShader shield;
public static BuildBeamShader buildBeam;
public static UnitBuild build;
public static UnitBuildShader build;
public static DarknessShader darkness;
public static LightShader light;
public static SurfaceShader water, mud, tar, slag, space;
@@ -31,7 +31,7 @@ public class Shaders{
public static void init(){
mesh = new MeshShader();
blockbuild = new BlockBuild();
blockbuild = new BlockBuildShader();
try{
shield = new ShieldShader();
}catch(Throwable t){
@@ -40,7 +40,7 @@ public class Shaders{
t.printStackTrace();
}
buildBeam = new BuildBeamShader();
build = new UnitBuild();
build = new UnitBuildShader();
darkness = new DarknessShader();
light = new LightShader();
water = new SurfaceShader("water");
@@ -142,12 +142,12 @@ public class Shaders{
}
}
public static class UnitBuild extends LoadShader{
public static class UnitBuildShader extends LoadShader{
public float progress, time;
public Color color = new Color();
public TextureRegion region;
public UnitBuild(){
public UnitBuildShader(){
super("unitbuild", "default");
}
@@ -162,11 +162,11 @@ public class Shaders{
}
}
public static class BlockBuild extends LoadShader{
public static class BlockBuildShader extends LoadShader{
public float progress;
public TextureRegion region = new TextureRegion();
public BlockBuild(){
public BlockBuildShader(){
super("blockbuild", "default");
}