package mindustry.entities.abilities; import arc.util.*; import mindustry.content.*; import mindustry.entities.*; import mindustry.gen.*; public class ShieldRegenFieldAbility extends Ability{ public float amount = 1, max = 100f, reload = 100, range = 60; public Effect applyEffect = Fx.shieldApply; public Effect activeEffect = Fx.shieldWave; public boolean parentizeEffects; protected float timer; protected boolean applied = false; ShieldRegenFieldAbility(){} public ShieldRegenFieldAbility(float amount, float max, float reload, float range){ this.amount = amount; this.max = max; this.reload = reload; this.range = range; } @Override public void update(Unit unit){ timer += Time.delta; if(timer >= reload){ applied = false; Units.nearby(unit.team, unit.x, unit.y, range, other -> { if(other.shield < max){ other.shield = Math.min(other.shield + amount, max); other.shieldAlpha = 1f; //TODO may not be necessary applyEffect.at(unit.x, unit.y, 0f, unit.team.color, parentizeEffects ? other : null); applied = true; } }); if(applied){ activeEffect.at(unit.x, unit.y, unit.team.color); } timer = 0f; } } }