package mindustry.entities.abilities; import arc.util.*; import mindustry.content.*; import mindustry.entities.*; import mindustry.gen.*; public class RepairFieldAbility extends Ability{ public float amount = 1, reload = 100, range = 60; public Effect healEffect = Fx.heal; public Effect activeEffect = Fx.healWaveDynamic; public boolean parentizeEffects = false; protected float timer; protected boolean wasHealed = false; RepairFieldAbility(){} public RepairFieldAbility(float amount, float reload, float range){ this.amount = amount; this.reload = reload; this.range = range; } @Override public void update(Unit unit){ timer += Time.delta; if(timer >= reload){ wasHealed = false; Units.nearby(unit.team, unit.x, unit.y, range, other -> { if(other.damaged()){ healEffect.at(other, parentizeEffects); wasHealed = true; } other.heal(amount); }); if(wasHealed){ activeEffect.at(unit, range); } timer = 0f; } } }