block destroyEffect (#5427)
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@@ -34,13 +34,18 @@ public class Damage{
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dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null, Fx.dynamicExplosion);
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}
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, Effect explosionFx){
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dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null, explosionFx);
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}
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
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dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, fire, ignoreTeam, Fx.dynamicExplosion);
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}
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam, Effect explosion){
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam, Effect explosionFx){
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if(damage){
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for(int i = 0; i < Mathf.clamp(power / 700, 0, 8); i++){
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int length = 5 + Mathf.clamp((int)(power / 500), 1, 20);
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@@ -74,7 +79,7 @@ public class Damage{
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float shake = Math.min(explosiveness / 4f + 3f, 9f);
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Effect.shake(shake, shake, x, y);
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explosion.at(x, y, radius / 8f);
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explosionFx.at(x, y, radius / 8f);
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}
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public static void createIncend(float x, float y, float range, int amount){
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@@ -1059,7 +1059,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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});
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}
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Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, state.rules.damageExplosions);
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Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, state.rules.damageExplosions, block.destroyEffect);
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if(!floor().solid && !floor().isLiquid){
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Effect.rubble(x, y, block.size);
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@@ -229,6 +229,8 @@ public class Block extends UnlockableContent{
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public boolean instantDeconstruct = false;
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/** Effect for breaking the block. Passes size as rotation. */
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public Effect breakEffect = Fx.breakBlock;
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/** Effect for destroying the block. */
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public Effect destroyEffect = Fx.dynamicExplosion;
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/** Multiplier for cost of research in tech tree. */
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public float researchCostMultiplier = 1;
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/** Whether this block has instant transfer.*/
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