Stay warmed up while charging (#7410)
* Stay warmed up while charging * Same with unit weapons also add lenearWarmup
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@@ -93,6 +93,8 @@ public class Weapon implements Cloneable{
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public float minWarmup = 0f;
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/** lerp speed for shoot warmup, only used for parts */
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public float shootWarmupSpeed = 0.1f, smoothReloadSpeed = 0.15f;
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/** If true, shoot warmup is linear instead of a curve. */
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public boolean linearWarmup = false;
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/** random sound pitch range */
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public float soundPitchMin = 0.8f, soundPitchMax = 1f;
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/** whether shooter rotation is ignored when shooting. */
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@@ -253,9 +255,15 @@ public class Weapon implements Cloneable{
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float lastReload = mount.reload;
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mount.reload = Math.max(mount.reload - Time.delta * unit.reloadMultiplier, 0);
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mount.recoil = Mathf.approachDelta(mount.recoil, 0, unit.reloadMultiplier / recoilTime);
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mount.warmup = Mathf.lerpDelta(mount.warmup, (can && mount.shoot) || (continuous && mount.bullet != null) ? 1f : 0f, shootWarmupSpeed);
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mount.smoothReload = Mathf.lerpDelta(mount.smoothReload, mount.reload / reload, smoothReloadSpeed);
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mount.charge = mount.charging && shoot.firstShotDelay > 0 ? Mathf.approachDelta(mount.charge, 1, 1 / shoot.firstShotDelay) : 0;
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float warmupTarget = (can && mount.shoot) || (continuous && mount.bullet != null) || mount.charging ? 1f : 0f;
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if(linearWarmup){
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mount.warmup = Mathf.approachDelta(mount.warmup, warmupTarget, shootWarmupSpeed);
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}else{
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mount.warmup = Mathf.lerpDelta(mount.warmup, warmupTarget, shootWarmupSpeed);
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}
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//rotate if applicable
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if(rotate && (mount.rotate || mount.shoot) && can){
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@@ -343,7 +343,7 @@ public class Turret extends ReloadTurret{
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public void updateTile(){
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if(!validateTarget()) target = null;
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float warmupTarget = isShooting() && canConsume() ? 1f : 0f;
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float warmupTarget = (isShooting() && canConsume()) || charging() ? 1f : 0f;
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if(linearWarmup){
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shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
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}else{
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