Turret rotation ghost plan fix

This commit is contained in:
Anuken
2025-09-27 00:36:35 -04:00
parent 840ac5f913
commit e79fa75f8b
4 changed files with 8 additions and 4 deletions

View File

@@ -310,13 +310,13 @@ public class BlockRenderer{
}
if(brokenFade > 0.001f){
for(BlockPlan block : player.team().data().plans){
Block b = block.block;
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset, block.y * tilesize + b.offset))) continue;
for(BlockPlan plan : player.team().data().plans){
Block b = plan.block;
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(plan.x * tilesize + b.offset, plan.y * tilesize + b.offset))) continue;
Draw.alpha(0.33f * brokenFade);
Draw.mixcol(Color.white, 0.2f + Mathf.absin(Time.globalTime, 6f, 0.2f));
Draw.rect(b.fullIcon, block.x * tilesize + b.offset, block.y * tilesize + b.offset, b.rotate ? block.rotation * 90 : 0f);
Draw.rect(b.fullIcon, plan.x * tilesize + b.offset, plan.y * tilesize + b.offset, b.rotate ? plan.rotation * 90 + plan.block.visualRotationOffset : 0f);
}
Draw.reset();
}