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@@ -56,8 +56,14 @@ setting.uiopacity.description = set opacity of ui background.
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setting.softRangeOpacity.name = Soft Range Opacity
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setting.softRangeOpacity.name = Soft Range Opacity
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setting.softRangeOpacity.description = set opacity of soft range.
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setting.softRangeOpacity.description = set opacity of soft range.
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setting.pathlinelimit.name = PathLines limit
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setting.pathlinelimit.description = many lines may cause significant device lag.\nIt must be adjusted to the device environment.
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setting.unitlinelimit.name = UnitLines limit
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setting.unitlinelimit.name = UnitLines limit
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setting.unitlinelimit.description = many unit path lines cause significant device lag.\nIt must be adjusted to the device environment.
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setting.unitlinelimit.description = many lines may cause significant device lag.\nIt must be adjusted to the device environment.
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setting.logiclinelimit.name = LogicLines limit
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setting.logiclinelimit.description = many lines may cause significant device lag.\nIt must be adjusted to the device environment.
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setting.spawnarrowlimit.name = SpawnArrows limit
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setting.spawnarrowlimit.description = many arrows may cause significant device lag.\nIt must be adjusted to the device environment.
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setting.gaycursor.name = Enable Mouse Trail Effect
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setting.gaycursor.name = Enable Mouse Trail Effect
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setting.gaycursor.description = create a rainbow effect on the mouse cursor.
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setting.gaycursor.description = create a rainbow effect on the mouse cursor.
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setting.unithealthui.name = Display Unit Bar
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setting.unithealthui.name = Display Unit Bar
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@@ -55,8 +55,14 @@ setting.uiopacity.description = UI 배경 투명도를 조절합니다.
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setting.softRangeOpacity.name = 부드러운 사거리 투명도
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setting.softRangeOpacity.name = 부드러운 사거리 투명도
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setting.softRangeOpacity.description = 부드러운 사거리 투명도를 조절합니다.
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setting.softRangeOpacity.description = 부드러운 사거리 투명도를 조절합니다.
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setting.pathlinelimit.name = 단계 경로선 제한
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setting.pathlinelimit.description = 다수의 선들은 기기 부하를 크게 일으킵니다.\n기기 환경에 맞추어 조절해야 합니다.
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setting.unitlinelimit.name = 유닛 경로선 제한
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setting.unitlinelimit.name = 유닛 경로선 제한
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setting.unitlinelimit.description = 다수의 유닛 경로선은 기기 부하를 크게 일으킵니다. 기기 환경에 맞추어 조절해야 합니다.
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setting.unitlinelimit.description = 다수의 선들은 기기 부하를 크게 일으킵니다.\n기기 환경에 맞추어 조절해야 합니다.
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setting.logiclinelimit.name = 로직선 제한
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setting.logiclinelimit.description = 다수의 선들은 기기 부하를 크게 일으킵니다.\n기기 환경에 맞추어 조절해야 합니다.
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setting.spawnarrowlimit.name = 단계 화살표 제한
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setting.spawnarrowlimit.description = 다수의 화살표들은 기기 부하를 크게 일으킵니다.\n기기 환경에 맞추어 조절해야 합니다.
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setting.gaycursor.name = 마우스 꼬리효과
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setting.gaycursor.name = 마우스 꼬리효과
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setting.gaycursor.description = 마우스 커서에 무지개 효과를 생성합니다.
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setting.gaycursor.description = 마우스 커서에 무지개 효과를 생성합니다.
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setting.unithealthui.name = 유닛 바 표시
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setting.unithealthui.name = 유닛 바 표시
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@@ -16,7 +16,6 @@ import mindustry.ai.types.*;
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import mindustry.content.Fx;
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import mindustry.content.Fx;
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import mindustry.core.Renderer;
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import mindustry.core.Renderer;
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import mindustry.entities.*;
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import mindustry.entities.*;
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import mindustry.entities.bullet.BulletType;
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import mindustry.entities.units.AIController;
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import mindustry.entities.units.AIController;
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import mindustry.entities.units.UnitCommand;
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import mindustry.entities.units.UnitCommand;
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import mindustry.entities.units.UnitController;
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import mindustry.entities.units.UnitController;
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@@ -62,13 +61,16 @@ public class OverDrawer {
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float sin = Mathf.absin(Time.time, 6f, 1f);
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float sin = Mathf.absin(Time.time, 6f, 1f);
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Draw.z(Layer.overlayUI + 1);
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Draw.z(Layer.overlayUI + 1);
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int[] paths = {0};
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int[] units = {0};
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int[] units = {0};
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int[] logics = {0};
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if(pathLine || unitLine || logicLine) Groups.unit.each(u -> {
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if(pathLine || unitLine || logicLine) Groups.unit.each(u -> {
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UnitController c = u.controller();
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UnitController c = u.controller();
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UnitCommand com = u.team.data().command;
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UnitCommand com = u.team.data().command;
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if(c instanceof LogicAI ai){
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if(c instanceof LogicAI ai){
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if(logicLine && (ai.control == LUnitControl.approach || ai.control == LUnitControl.move)) {
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if(logics[0] <= settings.getInt("logiclinelimit") || (logicLine && (ai.control == LUnitControl.approach || ai.control == LUnitControl.move))) {
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logics[0]++;
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Lines.stroke(1, u.team.color);
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Lines.stroke(1, u.team.color);
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Lines.line(u.x(), u.y(), ai.moveX, ai.moveY);
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Lines.line(u.x(), u.y(), ai.moveX, ai.moveY);
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Lines.stroke(0.5f + Mathf.absin(6f, 0.5f), Tmp.c1.set(Pal.logicOperations).lerp(Pal.sap, Mathf.absin(6f, 0.5f)));
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Lines.stroke(0.5f + Mathf.absin(6f, 0.5f), Tmp.c1.set(Pal.logicOperations).lerp(Pal.sap, Mathf.absin(6f, 0.5f)));
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@@ -77,7 +79,7 @@ public class OverDrawer {
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return;
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return;
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}
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}
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if(++units[0] > settings.getInt("unitlinelimit") || //prevent lag
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if(units[0] > settings.getInt("unitlinelimit") || //prevent lag
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!unitLine || //disabled
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!unitLine || //disabled
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u.type.flying || //not flying
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u.type.flying || //not flying
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c instanceof MinerAI || //not mono
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c instanceof MinerAI || //not mono
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@@ -87,7 +89,7 @@ public class OverDrawer {
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c instanceof FormationAI || //not commanded unit by player
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c instanceof FormationAI || //not commanded unit by player
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c instanceof FlyingAI || //not flying anyway
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c instanceof FlyingAI || //not flying anyway
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com == UnitCommand.idle) return; //not idle
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com == UnitCommand.idle) return; //not idle
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units[0]++;
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otherCores = Groups.build.count(b -> b instanceof CoreBlock.CoreBuild && b.team != u.team);
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otherCores = Groups.build.count(b -> b instanceof CoreBlock.CoreBuild && b.team != u.team);
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getNextTile(u.tileOn(), u.pathType(), u.team, com.ordinal());
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getNextTile(u.tileOn(), u.pathType(), u.team, com.ordinal());
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pathTiles.filter(Objects::nonNull);
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pathTiles.filter(Objects::nonNull);
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@@ -102,6 +104,8 @@ public class OverDrawer {
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});
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});
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if(pathLine) spawner.getSpawns().each(t -> {
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if(pathLine) spawner.getSpawns().each(t -> {
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if(paths[0] > settings.getInt("pathlinelimit")) return;
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paths[0]++;
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Team enemyTeam = state.rules.waveTeam;
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Team enemyTeam = state.rules.waveTeam;
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for(int p = 0; p < 3; p++) {
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for(int p = 0; p < 3; p++) {
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otherCores = Groups.build.count(b -> b instanceof CoreBlock.CoreBuild && b.team != enemyTeam);
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otherCores = Groups.build.count(b -> b instanceof CoreBlock.CoreBuild && b.team != enemyTeam);
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@@ -119,7 +123,10 @@ public class OverDrawer {
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}
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}
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});
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});
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int[] arrows = {0};
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if(settings.getBool("spawnerarrow")) spawner.getSpawns().each(t -> {
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if(settings.getBool("spawnerarrow")) spawner.getSpawns().each(t -> {
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if(arrows[0] > settings.getInt("spawnarrowlimit")) return;
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arrows[0]++;
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Drawf.circles(camera.position.x, camera.position.y, (player.unit() != null && player.unit().hitSize > 4 * 8f ? player.unit().hitSize * 1.5f : 4 * 8f) + sin - 4f);
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Drawf.circles(camera.position.x, camera.position.y, (player.unit() != null && player.unit().hitSize > 4 * 8f ? player.unit().hitSize * 1.5f : 4 * 8f) + sin - 4f);
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Drawf.arrow(camera.position.x, camera.position.y, t.x * 8f, t.y * 8f, (player.unit() != null && player.unit().hitSize > 4 * 8f ? player.unit().hitSize * 1.5f : 4 * 8f) + sin, (Math.min(200 * 8f, Mathf.dst(camera.position.x, camera.position.y, t.x * 8f, t.y * 8f)) / (200 * 8f)) * (5f + sin));
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Drawf.arrow(camera.position.x, camera.position.y, t.x * 8f, t.y * 8f, (player.unit() != null && player.unit().hitSize > 4 * 8f ? player.unit().hitSize * 1.5f : 4 * 8f) + sin, (Math.min(200 * 8f, Mathf.dst(camera.position.x, camera.position.y, t.x * 8f, t.y * 8f)) / (200 * 8f)) * (5f + sin));
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});
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});
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@@ -129,7 +129,10 @@ public class SettingS {
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addGraphicSlideSetting("softRangeOpacity", 10, 0, 25, 1, s -> s + "%", opacitySeq);
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addGraphicSlideSetting("softRangeOpacity", 10, 0, 25, 1, s -> s + "%", opacitySeq);
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Seq<SharSetting> drawSeq = new Seq<>();
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Seq<SharSetting> drawSeq = new Seq<>();
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addGraphicTypeSetting("unitlinelimit", 0, 5000, 50, true, () -> true, s -> s + "units", drawSeq);
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addGraphicTypeSetting("pathlinelimit", 0, 5000, 50, true, () -> true, s -> s + "lines", drawSeq);
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addGraphicTypeSetting("unitlinelimit", 0, 5000, 50, true, () -> true, s -> s + "lines", drawSeq);
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addGraphicTypeSetting("logiclinelimit", 0, 5000, 50, true, () -> true, s -> s + "lines", drawSeq);
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addGraphicTypeSetting("spawnarrowlimit", 0, 5000, 50, true, () -> true, s -> s + "arrows", drawSeq);
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addGraphicCheckSetting("gaycursor", false, drawSeq);
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addGraphicCheckSetting("gaycursor", false, drawSeq);
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addGraphicCheckSetting("unithealthui", true, drawSeq);
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addGraphicCheckSetting("unithealthui", true, drawSeq);
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addGraphicCheckSetting("linkedMass", true, drawSeq);
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addGraphicCheckSetting("linkedMass", true, drawSeq);
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