package mindustry.entities.abilities; import arc.*; import arc.graphics.*; import arc.math.*; import arc.scene.ui.layout.*; import arc.util.*; import mindustry.content.*; import mindustry.entities.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.type.*; import static mindustry.Vars.*; public class StatusFieldAbility extends Ability{ public StatusEffect effect; public float duration = 60, reload = 100, range = 20; // public boolean onShoot = false; public Effect applyEffect = Fx.none; public Effect activeEffect = Fx.overdriveWave; public float effectX, effectY; public boolean parentizeEffects, effectSizeParam = true; public Color color = Pal.accent; 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 addStats(Table t){ super.addStats(t); t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2))); t.row(); t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2))); t.row(); t.add((effect.hasEmoji() ? effect.emoji() : "") + "[stat]" + effect.localizedName); } @Override public void update(Unit unit){ timer += Time.delta; if(timer >= reload && (!onShoot || unit.isShooting)){ Units.nearby(unit.team, unit.x, unit.y, range, other -> { other.apply(effect, duration); applyEffect.at(other, parentizeEffects); }); float x = unit.x + Angles.trnsx(unit.rotation, effectY, effectX), y = unit.y + Angles.trnsy(unit.rotation, effectY, effectX); activeEffect.at(x, y, effectSizeParam ? range : unit.rotation, color, parentizeEffects ? unit : null); timer = 0f; } } }