Hide missiles on minimap
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@@ -123,7 +123,7 @@ public class MinimapRenderer{
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rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize);
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rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize);
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for(Unit unit : units){
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for(Unit unit : units){
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if(unit.inFogTo(player.team())) continue;
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if(unit.inFogTo(player.team()) || !unit.type.drawMinimap) continue;
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float rx = !withLabels ? (unit.x - rect.x) / rect.width * w : unit.x / (world.width() * tilesize) * w;
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float rx = !withLabels ? (unit.x - rect.x) / rect.width * w : unit.x / (world.width() * tilesize) * w;
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float ry = !withLabels ? (unit.y - rect.y) / rect.width * h : unit.y / (world.height() * tilesize) * h;
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float ry = !withLabels ? (unit.y - rect.y) / rect.width * h : unit.y / (world.height() * tilesize) * h;
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@@ -226,7 +226,9 @@ public class UnitType extends UnlockableContent{
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/** if false, the unit shield (usually seen in waves) is not drawn. */
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/** if false, the unit shield (usually seen in waves) is not drawn. */
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drawShields = true,
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drawShields = true,
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/** if false, the unit body is not drawn. */
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/** if false, the unit body is not drawn. */
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drawBody = true;
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drawBody = true,
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/** if false, the unit is not drawn on the minimap. */
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drawMinimap = true;
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/** The default AI controller to assign on creation. */
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/** The default AI controller to assign on creation. */
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public Prov<? extends UnitController> aiController = () -> !flying ? new GroundAI() : new FlyingAI();
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public Prov<? extends UnitController> aiController = () -> !flying ? new GroundAI() : new FlyingAI();
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@@ -37,6 +37,7 @@ public class MissileUnitType extends UnitType{
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fogRadius = 2f;
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fogRadius = 2f;
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loopSound = Sounds.missileTrail;
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loopSound = Sounds.missileTrail;
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loopSoundVolume = 0.05f;
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loopSoundVolume = 0.05f;
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drawMinimap = false;
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//TODO weapon configs, etc?
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//TODO weapon configs, etc?
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}
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}
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}
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}
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