Package mindustry.entities.part
Interface DrawPart.PartProgress
- Enclosing class:
- DrawPart
public static interface DrawPart.PartProgress
-
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to firestatic final DrawPart.PartProgressReload of the weapon - 1 right after shooting, 0 when ready to fire -
Method Summary
Modifier and TypeMethodDescriptiondefault DrawPart.PartProgressabsin(float scl, float mag) default DrawPart.PartProgressadd(float amount) default DrawPart.PartProgressadd(DrawPart.PartProgress other) default DrawPart.PartProgressapply(DrawPart.PartProgress other, DrawPart.PartFunc func) default DrawPart.PartProgressblend(DrawPart.PartProgress other, float amount) default DrawPart.PartProgressclamp()default DrawPart.PartProgresscompress(float start, float end) static DrawPart.PartProgressconstant(float value) default DrawPart.PartProgresscurve(float offset, float duration) default DrawPart.PartProgresscurve(arc.math.Interp interp) default DrawPart.PartProgressdelay(float amount) floatdefault floatdefault floatgetClamp(DrawPart.PartParams p, boolean clamp) default DrawPart.PartProgressinv()default DrawPart.PartProgressloop(float time) default DrawPart.PartProgressmin(DrawPart.PartProgress other) default DrawPart.PartProgressmod(float amount) default DrawPart.PartProgressmul(float amount) default DrawPart.PartProgressmul(DrawPart.PartProgress other) default DrawPart.PartProgressshorten(float amount) default DrawPart.PartProgresssin(float scl, float mag) default DrawPart.PartProgresssin(float offset, float scl, float mag) default DrawPart.PartProgressslope()default DrawPart.PartProgresssustain(float offset, float grow, float sustain)
-
Field Details
-
reload
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
smoothReload
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
warmup
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
charge
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
recoil
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
heat
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
life
Reload of the weapon - 1 right after shooting, 0 when ready to fire -
time
Reload of the weapon - 1 right after shooting, 0 when ready to fire
-
-
Method Details
-
get
-
constant
-
getClamp
-
getClamp
-
inv
-
slope
-
clamp
-
add
-
add
-
delay
-
curve
-
sustain
-
shorten
-
compress
-
blend
-
mul
-
mul
-
min
-
sin
-
sin
-
absin
-
mod
-
loop
-
apply
-
curve
-