Better continuous laser bullet visuals

This commit is contained in:
Anuken
2022-04-24 22:49:36 -04:00
parent d5e522994e
commit 9251ba6008
7 changed files with 93 additions and 35 deletions

View File

@@ -473,7 +473,7 @@ public class UnitTypes{
mirror = false;
top = false;
shake = 4f;
shootY = 13f;
shootY = 14f;
x = y = 0f;
shoot.firstShotDelay = Fx.greenLaserChargeSmall.lifetime - 1f;
@@ -3339,7 +3339,6 @@ public class UnitTypes{
}};
obviate = new ErekirUnitType("obviate"){{
lowAltitude = false;
flying = true;
drag = 0.08f;
speed = 1.9f;
@@ -3352,10 +3351,50 @@ public class UnitTypes{
engineOffset = 54f / 4f;
fogRadius = 25;
itemCapacity = 0;
lowAltitude = true;
setEnginesMirror(
new UnitEngine(59 / 4f, -25 / 4f, 3.1f, 315f)
);
parts.add(new RegionPart("-heat"){{
blending = Blending.additive;
progress = PartProgress.heat;
outline = false;
colorTo = new Color(1f, 0.5f, 0.5f, 0.7f);
color = colorTo.cpy().a(0f);
layerOffset = 0.01f;
}});
//TODO this is really dumb.
weapons.add(new Weapon(){{
y = 2f;
shootY = 0f;
x = 0f;
reload = 140f;
mirror = false;
continuous = true;
// minWarmup = 0.5f;
bullet = new ContinuousLaserBulletType(140){{
shake = 0f;
lifetime = 120f;
colors = new Color[]{Color.valueOf("bf92f9").a(0.4f), Color.valueOf("bf92f9"), Color.white};
//TODO merge
chargeEffect = new MultiEffect(Fx.lancerLaserCharge, Fx.lancerLaserChargeBegin);
width = 20f;
largeHit = false;
buildingDamageMultiplier = 0.25f;
hitEffect = Fx.hitLancer;
hitSize = 4;
drawSize = 400f;
length = 173f;
ammoMultiplier = 1f;
pierceCap = 4;
hitColor = colors[1];
}};
}});
}};
quell = new ErekirUnitType("quell"){{