shadowElevationScl
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@@ -112,6 +112,8 @@ public class UnitType extends UnlockableContent{
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targetPriority = 0f,
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/** Elevation of shadow drawn under this (ground) unit. Visual only. */
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shadowElevation = -1f,
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/** Scale for length of shadow drawn under this unit. Does nothing if this unit has no shadow. */
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shadowElevationScl = 1f,
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/** backwards engine offset from center of unit */
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engineOffset = 5f,
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/** main engine radius */
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@@ -1147,7 +1149,7 @@ public class UnitType extends UnlockableContent{
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}
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public void drawShadow(Unit unit){
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float e = Math.max(unit.elevation, shadowElevation) * (1f - unit.drownTime);
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float e = Mathf.clamp(unit.elevation, shadowElevation, 1f) * shadowElevationScl * (1f - unit.drownTime);
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float x = unit.x + shadowTX * e, y = unit.y + shadowTY * e;
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Floor floor = world.floorWorld(x, y);
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