diff --git a/core/assets-raw/sprites/effects/select-arrow.png b/core/assets-raw/sprites/effects/select-arrow.png index 023cf21748..41c2608d8b 100644 Binary files a/core/assets-raw/sprites/effects/select-arrow.png and b/core/assets-raw/sprites/effects/select-arrow.png differ diff --git a/core/src/mindustry/graphics/OverlayRenderer.java b/core/src/mindustry/graphics/OverlayRenderer.java index 2b1dc76ef7..fc1ff87726 100644 --- a/core/src/mindustry/graphics/OverlayRenderer.java +++ b/core/src/mindustry/graphics/OverlayRenderer.java @@ -16,10 +16,10 @@ import mindustry.world.*; import static mindustry.Vars.*; public class OverlayRenderer{ - private static final TextureRegion arrowRegion = Core.atlas.find("select-arrow"); private static final float indicatorLength = 14f; private static final float spawnerMargin = tilesize*11f; private static final Rect rect = new Rect(); + private float buildFade, unitFade; private Unit lastSelect; @@ -89,12 +89,12 @@ public class OverlayRenderer{ Draw.rect(select.type.icon(Cicon.full), select.x(), select.y(), select.rotation() - 90); } - for(int i = 0; i < 4; i++){ - float rot = i * 90f + 45f + (-Time.time / 3f) % 360f; + float rot = i * 90f + 45f + (-Time.time / 1.5f) % 360f; float length = select.hitSize() * 1.5f + (unitFade * 2.5f); - Draw.rect(arrowRegion, select.x + Angles.trnsx(rot, length), select.y + Angles.trnsy(rot, length), length / 1.9f, length / 1.9f, rot - 135f); + Draw.rect("select-arrow", select.x + Angles.trnsx(rot, length), select.y + Angles.trnsy(rot, length), length / 1.9f, length / 1.9f, rot - 135f); } + Draw.reset(); } diff --git a/core/src/mindustry/input/DesktopInput.java b/core/src/mindustry/input/DesktopInput.java index 06e980f7d3..203108f036 100644 --- a/core/src/mindustry/input/DesktopInput.java +++ b/core/src/mindustry/input/DesktopInput.java @@ -374,7 +374,7 @@ public class DesktopInput extends InputHandler{ int cursorY = tileY(Core.input.mouseY()); int rawCursorX = World.toTile(Core.input.mouseWorld().x), rawCursorY = World.toTile(Core.input.mouseWorld().y); - // automatically pause building if the current build queue is empty + //automatically pause building if the current build queue is empty if(Core.settings.getBool("buildautopause") && isBuilding && !player.unit().isBuilding()){ isBuilding = false; buildWasAutoPaused = true;