Charge Progress (#6947)
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@@ -200,7 +200,7 @@ public class Turret extends ReloadTurret{
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public Seq<AmmoEntry> ammo = new Seq<>();
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public int totalAmmo;
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public float curRecoil, heat, logicControlTime = -1;
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public float shootWarmup;
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public float shootWarmup, charge;
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public int totalShots;
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//turrets need to shoot once for 'visual reload' to be valid, otherwise they seem stuck at reload 0 when placed.
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public boolean visualReloadValid;
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@@ -348,8 +348,9 @@ public class Turret extends ReloadTurret{
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wasShooting = false;
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curRecoil = Math.max(curRecoil - Time.delta / recoilTime , 0);
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heat = Math.max(heat - Time.delta / cooldownTime, 0);
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curRecoil = Mathf.approachDelta(curRecoil, 0, 1 / recoilTime);
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heat = Mathf.approachDelta(heat, 0, 1 / cooldownTime);
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charge = charging() ? Mathf.approachDelta(charge, 1, 1 / shoot.firstShotDelay) : 0;
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unit.tile(this);
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unit.rotation(rotation);
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@@ -70,7 +70,7 @@ public class DrawTurret extends DrawBlock{
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float progress = tb.visualReloadValid ? tb.progress() : 1f;
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//TODO no smooth reload
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var params = DrawPart.params.set(build.warmup(), 1f - progress, 1f - progress, tb.heat, tb.curRecoil, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
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var params = DrawPart.params.set(build.warmup(), 1f - progress, 1f - progress, tb.heat, tb.curRecoil, tb.charge, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
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for(var part : parts){
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part.draw(params);
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