Enable full customization of core launching/landing animations. (#9693)
* Extract all updates and draws of core launch/land animations to CoreBlock/CoreBuild * Re-add removed methods as deprecated * Fixed tests failing * anuke said no * Extract launch effect
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@@ -35,6 +35,7 @@ import mindustry.maps.*;
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import mindustry.type.*;
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import mindustry.ui.*;
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import mindustry.world.blocks.storage.*;
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import mindustry.world.blocks.storage.CoreBlock.*;
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import static arc.Core.*;
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import static mindustry.Vars.*;
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@@ -1244,7 +1245,8 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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Events.fire(new SectorLaunchLoadoutEvent(sector, from, loadout));
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if(settings.getBool("skipcoreanimation")){
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CoreBuild core = player.team().core();
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if(core == null || settings.getBool("skipcoreanimation")){
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//just... go there
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control.playSector(from, sector);
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//hide only after load screen is shown
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@@ -1256,9 +1258,9 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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//allow planet dialog to finish hiding before actually launching
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Time.runTask(5f, () -> {
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Runnable doLaunch = () -> {
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renderer.showLaunch(schemCore);
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renderer.showLaunch(core, schemCore);
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//run with less delay, as the loading animation is delayed by several frames
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Time.runTask(coreLandDuration - 8f, () -> control.playSector(from, sector));
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Time.runTask(core.landDuration() - 8f, () -> control.playSector(from, sector));
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};
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//load launchFrom sector right before launching so animation is correct
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@@ -1276,7 +1278,6 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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}else if(mode == select){
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listener.get(sector);
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}else if(mode == planetLaunch){ //TODO make sure it doesn't have a base already.
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//TODO animation
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//schematic selection and cost handled by listener
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listener.get(sector);
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