package mindustry.entities.abilities; import arc.util.*; import mindustry.content.*; import mindustry.entities.*; import mindustry.gen.*; import mindustry.type.*; public class StatusFieldAbility extends Ability{ public StatusEffect effect; public float duration = 60, reload = 100, range = 20; public Effect applyEffect = Fx.heal; public Effect activeEffect = Fx.overdriveWave; protected float timer; StatusFieldAbility(){} public StatusFieldAbility(StatusEffect effect, float duration, float reload, float range){ this.duration = duration; this.reload = reload; this.range = range; this.effect = effect; } @Override public void update(Unit unit){ timer += Time.delta; if(timer >= reload){ Units.nearby(unit.team, unit.x, unit.y, range, other -> { other.apply(effect, duration); }); activeEffect.at(unit); timer = 0f; } } }