mirror of
https://github.com/Anuken/Mindustry.git
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Merge branch 'master' of https://github.com/Anuken/Mindustry
This commit is contained in:
commit
94d13267e8
@ -5,7 +5,7 @@ discord = 加入 Mindustry 的 Discord 聊天室!
|
|||||||
link.discord.description = 官方 Mindustry Discord 聊天室
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link.discord.description = 官方 Mindustry Discord 聊天室
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||||||
link.reddit.description = Mindustry Reddit論壇
|
link.reddit.description = Mindustry Reddit論壇
|
||||||
link.github.description = 遊戲原始碼
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link.github.description = 遊戲原始碼
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||||||
link.changelog.description = 遊戲更新清單
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link.changelog.description = 遊戲更新日誌
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||||||
link.dev-builds.description = 開發中版本
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link.dev-builds.description = 開發中版本
|
||||||
link.trello.description = 官方 Trello 功能規劃看板
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link.trello.description = 官方 Trello 功能規劃看板
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||||||
link.itch.io.description = itch.io 電腦版下載網頁
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link.itch.io.description = itch.io 電腦版下載網頁
|
||||||
@ -45,7 +45,7 @@ mods.browser.selected = 已選模組
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|||||||
mods.browser.add = 安裝
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mods.browser.add = 安裝
|
||||||
mods.browser.reinstall = 重新安裝
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mods.browser.reinstall = 重新安裝
|
||||||
mods.browser.view-releases = 檢視發行
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mods.browser.view-releases = 檢視發行
|
||||||
mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
|
mods.browser.noreleases = [scarlet]無發行紀錄\n[accent]無法找到該模組的任何發行。請確認此模組是否有發表。
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||||||
mods.browser.latest = <最新>
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mods.browser.latest = <最新>
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||||||
mods.browser.releases = 所有發行
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mods.browser.releases = 所有發行
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||||||
mods.github.open = 查看Github
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mods.github.open = 查看Github
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||||||
@ -589,26 +589,29 @@ launch.text = 發射
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|||||||
research.multiplayer = 只有管理者可以使用這個物品
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research.multiplayer = 只有管理者可以使用這個物品
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||||||
map.multiplayer = 只有管理者可以查看地圖
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map.multiplayer = 只有管理者可以查看地圖
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||||||
uncover = 探索
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uncover = 探索
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||||||
configure = 設定
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configure = 資源配置
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||||||
objective.research.name = Research
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|
||||||
objective.produce.name = Obtain
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objective.research.name = 研究
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||||||
objective.item.name = Obtain Item
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objective.produce.name = 生產
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||||||
objective.coreitem.name = Core Item
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objective.item.name = 獲取物品
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||||||
objective.buildcount.name = Build Count
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objective.coreitem.name = 核心物品
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||||||
objective.unitcount.name = Unit Count
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objective.buildcount.name = 建造
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||||||
objective.destroyunits.name = Destroy Units
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objective.unitcount.name = 製造單位
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||||||
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objective.destroyunits.name = 摧毀單位
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||||||
objective.timer.name = Timer
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objective.timer.name = Timer
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||||||
objective.destroyblock.name = Destroy Block
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objective.destroyblock.name = 摧毀
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||||||
objective.destroyblocks.name = Destroy Blocks
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objective.destroyblocks.name = 摧毀
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||||||
objective.destroycore.name = Destroy Core
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objective.destroycore.name = 摧毀核心
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||||||
objective.commandmode.name = Command Mode
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objective.commandmode.name = 指揮模式
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||||||
objective.flag.name = Flag
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objective.flag.name = 全局Flag
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||||||
marker.shapetext.name = Shape Text
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|
||||||
marker.minimap.name = Minimap
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marker.shapetext.name = 稜框+文字標示
|
||||||
marker.shape.name = Shape
|
marker.minimap.name = 小地圖標示
|
||||||
marker.text.name = Text
|
marker.shape.name = 稜框標示
|
||||||
marker.background = Background
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marker.text.name = 文字標示
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||||||
marker.outline = Outline
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|
||||||
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marker.background = 反黑背景
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||||||
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marker.outline = 描邊
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||||||
|
|
||||||
objective.research = [accent]研究:\n[]{0}[lightgray]{1}
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objective.research = [accent]研究:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]取得:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]取得:\n[]{0}[lightgray]{1}
|
||||||
@ -623,6 +626,7 @@ objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
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|||||||
objective.destroycore = [accent]摧毀敵人核心
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objective.destroycore = [accent]摧毀敵人核心
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
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objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
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announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = 裝載
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loadout = 裝載
|
||||||
@ -741,18 +745,19 @@ sector.impact0078.description = 沉睡在此的是第一個進入本星系的星
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|||||||
sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具有能夠發射核心到其他行星的建築。 其防禦非常嚴密。\n\n生產海上單位。盡速摧毀敵人。研究該發射建築。
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sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具有能夠發射核心到其他行星的建築。 其防禦非常嚴密。\n\n生產海上單位。盡速摧毀敵人。研究該發射建築。
|
||||||
|
|
||||||
sector.onset.name = 著陸點
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sector.onset.name = 著陸點
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = 神盾
|
||||||
sector.lake.name = Name
|
sector.lake.name = 橙色湖泊
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = 交會點
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = 亞特拉斯
|
||||||
sector.split.name = Split
|
sector.split.name = 分岔點
|
||||||
sector.basin.name = Basin
|
sector.basin.name = 搖籃
|
||||||
|
|
||||||
sector.onset.description = 新手教學地區。尚無作戰目標,請等候後續指示。
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sector.onset.description = 新手教學地區。尚無作戰目標,請等候後續指示。
|
||||||
sector.aegis.description = The enemy is protected by shields. An experimental shield breaker module has been detected in this sector.\nLocate this structure. Supply it with tungsten ammunition and destroy the enemy base.
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sector.aegis.description = 敵人受護盾保護。一個在實驗階段的護盾破壞器坐落在此區域,找到並提供鎢原料啟用它。摧毀敵方基地。
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
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sector.lake.description = 本地區的熔渣湖嚴重限縮普通單位的機動性。懸浮艇是唯一選擇。\n研究 [accent]飛船兵工廠[] 並盡早生產 [accent]掙脫[] 單位。
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
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sector.intersect.description = 掃描顯示本區域會在降落後遭受多面攻擊。快速築起防禦,加速擴張。必須建造\n [accent]機甲[] 單位通過陡峭的地形。
|
||||||
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
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sector.atlas.description = 本地區有多樣地形,建造不同單位以有效進攻。這裡偵測到大型敵方基地,可能需要用升級過的單位突破。\n研究 [accent]電解槽[] 和 [accent]戰車重塑者[]。
|
||||||
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
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sector.split.description = 較少敵軍活動適合本地區測試最新的運輸科技。
|
||||||
sector.basin.description = {Temporary}\n\nThe last sector for now. Consider this a challenge level - more sectors will be added in a later release.
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sector.basin.description = {Temporary}\n\nThe last sector for now. Consider this a challenge level - more sectors will be added in a later release.
|
||||||
|
|
||||||
status.burning.name = 燃燒
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status.burning.name = 燃燒
|
||||||
@ -760,7 +765,7 @@ status.freezing.name = 凍結
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|||||||
status.wet.name = 浸濕
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status.wet.name = 浸濕
|
||||||
status.muddy.name = 泥濘
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status.muddy.name = 泥濘
|
||||||
status.melting.name = 融化
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status.melting.name = 融化
|
||||||
status.sapped.name = 被吸血
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status.sapped.name = 遭吸血
|
||||||
status.electrified.name = 觸電
|
status.electrified.name = 觸電
|
||||||
status.spore-slowed.name = 孢子緩速
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status.spore-slowed.name = 孢子緩速
|
||||||
status.tarred.name = 焦油
|
status.tarred.name = 焦油
|
||||||
@ -768,7 +773,7 @@ status.overdrive.name = 超載
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|||||||
status.overclock.name = 快轉
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status.overclock.name = 快轉
|
||||||
status.shocked.name = 電擊
|
status.shocked.name = 電擊
|
||||||
status.blasted.name = 爆炸
|
status.blasted.name = 爆炸
|
||||||
status.unmoving.name = 立定
|
status.unmoving.name = 靜止
|
||||||
status.boss.name = 守衛者
|
status.boss.name = 守衛者
|
||||||
|
|
||||||
settings.language = 語言
|
settings.language = 語言
|
||||||
@ -810,8 +815,8 @@ stat.output = 輸出
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|||||||
stat.maxefficiency = 最高效率
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stat.maxefficiency = 最高效率
|
||||||
stat.booster = 強化
|
stat.booster = 強化
|
||||||
stat.tiles = 需求方塊
|
stat.tiles = 需求方塊
|
||||||
stat.affinities = 親和方塊
|
stat.affinities = 加成傷害
|
||||||
stat.opposites = 相對方塊
|
stat.opposites = 衝突狀態
|
||||||
stat.powercapacity = 蓄電量
|
stat.powercapacity = 蓄電量
|
||||||
stat.powershot = 能量/射擊
|
stat.powershot = 能量/射擊
|
||||||
stat.damage = 傷害
|
stat.damage = 傷害
|
||||||
@ -871,15 +876,15 @@ stat.minespeed = 挖掘速度
|
|||||||
stat.minetier = 挖掘等級
|
stat.minetier = 挖掘等級
|
||||||
stat.payloadcapacity = 負荷量
|
stat.payloadcapacity = 負荷量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = 可加速
|
stat.canboost = 推進器
|
||||||
stat.flying = 飛行中
|
stat.flying = 飛行單位
|
||||||
stat.ammouse = 彈藥使用
|
stat.ammouse = 彈藥使用
|
||||||
stat.damagemultiplier = 傷害加成
|
stat.damagemultiplier = 傷害加成
|
||||||
stat.healthmultiplier = 血量加成
|
stat.healthmultiplier = 血量加成
|
||||||
stat.speedmultiplier = 速度加成
|
stat.speedmultiplier = 速度加成
|
||||||
stat.reloadmultiplier = 射速加成
|
stat.reloadmultiplier = 射速加成
|
||||||
stat.buildspeedmultiplier = 建造速度加成
|
stat.buildspeedmultiplier = 建造速度加成
|
||||||
stat.reactive = 具反應性
|
stat.reactive = 狀態傷害加成
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
@ -1519,7 +1524,7 @@ block.payload-unloader.description = 將物品或是液體從方塊取出。
|
|||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
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#TODO: temporary names!
|
#Erekir
|
||||||
block.empty.name = 虛無
|
block.empty.name = 虛無
|
||||||
block.rhyolite-crater.name = 流紋岩隕坑
|
block.rhyolite-crater.name = 流紋岩隕坑
|
||||||
block.rough-rhyolite.name = 粗糙流紋岩
|
block.rough-rhyolite.name = 粗糙流紋岩
|
||||||
@ -1601,12 +1606,12 @@ block.shielded-wall.name = 護盾牆
|
|||||||
block.radar.name = 雷逹
|
block.radar.name = 雷逹
|
||||||
block.build-tower.name = 建造塔
|
block.build-tower.name = 建造塔
|
||||||
block.regen-projector.name = 再生投影儀
|
block.regen-projector.name = 再生投影儀
|
||||||
block.shockwave-tower.name = Shockwave Tower
|
block.shockwave-tower.name = 震波塔
|
||||||
block.shield-projector.name = 護盾投影儀
|
block.shield-projector.name = 護盾投影儀
|
||||||
block.large-shield-projector.name = 大型護盾投影儀
|
block.large-shield-projector.name = 大型護盾投影儀
|
||||||
block.armored-duct.name = 裝甲真空管
|
block.armored-duct.name = 裝甲真空管
|
||||||
block.overflow-duct.name = 真空管溢流器
|
block.overflow-duct.name = 真空管溢流器
|
||||||
block.underflow-duct.name = Underflow Duct
|
block.underflow-duct.name = 反向真空管溢流器
|
||||||
block.duct-unloader.name = 真空管裝卸器
|
block.duct-unloader.name = 真空管裝卸器
|
||||||
block.surge-conveyor.name = 波動輸送帶
|
block.surge-conveyor.name = 波動輸送帶
|
||||||
block.surge-router.name = 波動分配器
|
block.surge-router.name = 波動分配器
|
||||||
@ -1640,15 +1645,15 @@ block.breach.name = 突破者
|
|||||||
block.sublimate.name = 昇華
|
block.sublimate.name = 昇華
|
||||||
block.titan.name = 巨人
|
block.titan.name = 巨人
|
||||||
block.disperse.name = 驅離者
|
block.disperse.name = 驅離者
|
||||||
block.afflict.name = Afflict
|
block.afflict.name = 折磨
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = 餘光
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = 毀損
|
||||||
block.fabricator.name = 製造廠
|
block.fabricator.name = 製造廠
|
||||||
block.tank-refabricator.name = 戰車重塑者
|
block.tank-refabricator.name = 戰車重塑者
|
||||||
block.mech-refabricator.name = 機甲重塑者
|
block.mech-refabricator.name = 機甲重塑者
|
||||||
block.ship-refabricator.name = 船隻重塑者
|
block.ship-refabricator.name = 飛船重塑者
|
||||||
block.tank-assembler.name = 重戰車組裝廠
|
block.tank-assembler.name = 重戰車組裝廠
|
||||||
block.ship-assembler.name = 大型船組裝廠
|
block.ship-assembler.name = 飛行艦組裝廠
|
||||||
block.mech-assembler.name = 重機甲組裝廠
|
block.mech-assembler.name = 重機甲組裝廠
|
||||||
block.reinforced-payload-conveyor.name = 強化重物輸送帶
|
block.reinforced-payload-conveyor.name = 強化重物輸送帶
|
||||||
block.reinforced-payload-router.name = 強化重物分配器
|
block.reinforced-payload-router.name = 強化重物分配器
|
||||||
@ -1658,9 +1663,9 @@ block.canvas.name = 畫布
|
|||||||
block.world-processor.name = 世界處理器
|
block.world-processor.name = 世界處理器
|
||||||
block.world-cell.name = 世界單元
|
block.world-cell.name = 世界單元
|
||||||
block.shield-breaker.name = 護盾破壞器 (未定名/貼圖)
|
block.shield-breaker.name = 護盾破壞器 (未定名/貼圖)
|
||||||
block.tank-fabricator.name = 戰車製造廠
|
block.tank-fabricator.name = 戰車兵工廠
|
||||||
block.mech-fabricator.name = 機甲製造廠
|
block.mech-fabricator.name = 機甲兵工廠
|
||||||
block.ship-fabricator.name = 船隻製造廠
|
block.ship-fabricator.name = 飛船兵工廠
|
||||||
block.prime-refabricator.name = 高級單位重塑者
|
block.prime-refabricator.name = 高級單位重塑者
|
||||||
block.unit-repair-tower.name = 維修塔
|
block.unit-repair-tower.name = 維修塔
|
||||||
block.diffuse.name = 擴散
|
block.diffuse.name = 擴散
|
||||||
@ -1947,7 +1952,7 @@ unit.navanax.description = 發射電磁脈衝砲彈。能對敵方電力建築
|
|||||||
|
|
||||||
lst.read = [accent]讀取[]記憶體中的一項數值
|
lst.read = [accent]讀取[]記憶體中的一項數值
|
||||||
lst.write = [accent]寫入[]一項數值到記憶體中
|
lst.write = [accent]寫入[]一項數值到記憶體中
|
||||||
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[]使用
|
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
||||||
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
||||||
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
||||||
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
||||||
@ -1956,7 +1961,7 @@ lst.control = 控制一個建築
|
|||||||
lst.radar = 偵測建築範圍內的單位
|
lst.radar = 偵測建築範圍內的單位
|
||||||
lst.sensor = 獲取該建築或單位的數據
|
lst.sensor = 獲取該建築或單位的數據
|
||||||
lst.set = 設一個變數
|
lst.set = 設一個變數
|
||||||
lst.operation = 加減乘除和計算機概論
|
lst.operation = 加減乘除和數字、位元運算
|
||||||
lst.end = 跳到第一個重頭開始執行
|
lst.end = 跳到第一個重頭開始執行
|
||||||
lst.wait = 等待特定秒數
|
lst.wait = 等待特定秒數
|
||||||
lst.lookup = 以 ID 搜尋物品/液體/單位/方塊。\n各種類的總數可由 \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[] 讀取。
|
lst.lookup = 以 ID 搜尋物品/液體/單位/方塊。\n各種類的總數可由 \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[] 讀取。
|
||||||
@ -1993,7 +1998,8 @@ laccess.controller = 單位的控制者。受處理器控制時回傳處理器
|
|||||||
laccess.dead = 單位或建築是否已死亡或不存在。
|
laccess.dead = 單位或建築是否已死亡或不存在。
|
||||||
laccess.controlled = 將回傳:\n處理器控制:[accent]@ctrlProcessor[]\n玩家控制:[accent]@ctrlPlayer[]\n在隊形中:[accent]@ctrlFormation[]\n其他:[accent]0[]。
|
laccess.controlled = 將回傳:\n處理器控制:[accent]@ctrlProcessor[]\n玩家控制:[accent]@ctrlPlayer[]\n在隊形中:[accent]@ctrlFormation[]\n其他:[accent]0[]。
|
||||||
laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。
|
laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。
|
||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = 單位最快速度(格子/秒)
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = 輸入和輸出
|
lcategory.io = 輸入和輸出
|
||||||
@ -2108,7 +2114,7 @@ unitlocate.outy = 回傳 Y 座標
|
|||||||
unitlocate.group = 搜索建築種類
|
unitlocate.group = 搜索建築種類
|
||||||
|
|
||||||
lenum.idle = 預設AI
|
lenum.idle = 預設AI
|
||||||
lenum.stop = 停止移動/挖礦/建造
|
lenum.stop = 停止
|
||||||
lenum.unbind = 完全停用邏輯控制\n恢復爲原始AI
|
lenum.unbind = 完全停用邏輯控制\n恢復爲原始AI
|
||||||
lenum.move = 移動到指定位置
|
lenum.move = 移動到指定位置
|
||||||
lenum.approach = 移動到距離指定位置一段距離的地方
|
lenum.approach = 移動到距離指定位置一段距離的地方
|
||||||
|
@ -158,7 +158,7 @@ public class ColorPicker extends BaseDialog{
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}).get();
|
}).get();
|
||||||
});
|
}).grow();
|
||||||
|
|
||||||
buttons.clear();
|
buttons.clear();
|
||||||
addCloseButton();
|
addCloseButton();
|
||||||
|
@ -60,7 +60,7 @@ public class ModsDialog extends BaseDialog{
|
|||||||
searchtxt = res;
|
searchtxt = res;
|
||||||
rebuildBrowser();
|
rebuildBrowser();
|
||||||
}).growX().get();
|
}).growX().get();
|
||||||
table.button(Icon.list, Styles.clearNonei, 32f, () -> {
|
table.button(Icon.list, Styles.emptyi, 32f, () -> {
|
||||||
orderDate = !orderDate;
|
orderDate = !orderDate;
|
||||||
rebuildBrowser();
|
rebuildBrowser();
|
||||||
}).update(b -> b.getStyle().imageUp = (orderDate ? Icon.list : Icon.star)).size(40f).get()
|
}).update(b -> b.getStyle().imageUp = (orderDate ? Icon.list : Icon.star)).size(40f).get()
|
||||||
|
@ -224,6 +224,16 @@ public class CanvasBlock extends Block{
|
|||||||
}).size(40f);
|
}).size(40f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean onConfigureBuildTapped(Building other){
|
||||||
|
if(this == other){
|
||||||
|
deselect();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public byte[] config(){
|
public byte[] config(){
|
||||||
return data;
|
return data;
|
||||||
|
@ -2,6 +2,7 @@ package mindustry.world.blocks.payloads;
|
|||||||
|
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.math.geom.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import arc.util.io.*;
|
import arc.util.io.*;
|
||||||
@ -33,6 +34,7 @@ public class PayloadSource extends PayloadBlock{
|
|||||||
noUpdateDisabled = true;
|
noUpdateDisabled = true;
|
||||||
clearOnDoubleTap = true;
|
clearOnDoubleTap = true;
|
||||||
regionRotated1 = 1;
|
regionRotated1 = 1;
|
||||||
|
commandable = true;
|
||||||
|
|
||||||
config(Block.class, (PayloadSourceBuild build, Block block) -> {
|
config(Block.class, (PayloadSourceBuild build, Block block) -> {
|
||||||
if(canProduce(block) && build.block != block){
|
if(canProduce(block) && build.block != block){
|
||||||
@ -83,8 +85,19 @@ public class PayloadSource extends PayloadBlock{
|
|||||||
public class PayloadSourceBuild extends PayloadBlockBuild<Payload>{
|
public class PayloadSourceBuild extends PayloadBlockBuild<Payload>{
|
||||||
public UnitType unit;
|
public UnitType unit;
|
||||||
public Block block;
|
public Block block;
|
||||||
|
public @Nullable Vec2 commandPos;
|
||||||
public float scl;
|
public float scl;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public Vec2 getCommandPosition(){
|
||||||
|
return commandPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void onCommand(Vec2 target){
|
||||||
|
commandPos = target;
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void buildConfiguration(Table table){
|
public void buildConfiguration(Table table){
|
||||||
ItemSelection.buildTable(PayloadSource.this, table,
|
ItemSelection.buildTable(PayloadSource.this, table,
|
||||||
@ -110,6 +123,11 @@ public class PayloadSource extends PayloadBlock{
|
|||||||
scl = 0f;
|
scl = 0f;
|
||||||
if(unit != null){
|
if(unit != null){
|
||||||
payload = new UnitPayload(unit.create(team));
|
payload = new UnitPayload(unit.create(team));
|
||||||
|
|
||||||
|
Unit p = ((UnitPayload)payload).unit;
|
||||||
|
if(commandPos != null && p.isCommandable()){
|
||||||
|
p.command().commandPosition(commandPos);
|
||||||
|
}
|
||||||
}else if(block != null){
|
}else if(block != null){
|
||||||
payload = new BuildPayload(block, team);
|
payload = new BuildPayload(block, team);
|
||||||
}
|
}
|
||||||
|
@ -13,6 +13,7 @@ import mindustry.gen.*;
|
|||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.input.*;
|
import mindustry.input.*;
|
||||||
import mindustry.logic.*;
|
import mindustry.logic.*;
|
||||||
|
import mindustry.ui.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
import mindustry.world.meta.*;
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
@ -86,12 +87,22 @@ public class LightBlock extends Block{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void buildConfiguration(Table table){
|
public void buildConfiguration(Table table){
|
||||||
table.button(Icon.pencil, () -> {
|
table.button(Icon.pencil, Styles.cleari, () -> {
|
||||||
ui.picker.show(Tmp.c1.set(color).a(0.5f), false, res -> configure(res.rgba()));
|
ui.picker.show(Tmp.c1.set(color).a(0.5f), false, res -> configure(res.rgba()));
|
||||||
deselect();
|
deselect();
|
||||||
}).size(40f);
|
}).size(40f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean onConfigureBuildTapped(Building other){
|
||||||
|
if(this == other){
|
||||||
|
deselect();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void drawLight(){
|
public void drawLight(){
|
||||||
Drawf.light(x, y, lightRadius * Math.min(smoothTime, 2f), Tmp.c1.set(color), brightness * efficiency);
|
Drawf.light(x, y, lightRadius * Math.min(smoothTime, 2f), Tmp.c1.set(color), brightness * efficiency);
|
||||||
|
@ -298,6 +298,8 @@ public class UnitAssembler extends PayloadBlock{
|
|||||||
for(var module : modules){
|
for(var module : modules){
|
||||||
Drawf.selected(module, Pal.accent);
|
Drawf.selected(module, Pal.accent);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Drawf.dashRect(Tmp.c1.set(Pal.accent).lerp(Pal.remove, invalidWarmup), getRect(Tmp.r1, x, y, rotation));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@ -320,7 +322,7 @@ public class UnitAssembler extends PayloadBlock{
|
|||||||
prev = mod.block;
|
prev = mod.block;
|
||||||
}
|
}
|
||||||
|
|
||||||
t.label(() -> "[accent] -> []" + unit().emoji() + " " + unit().name);
|
t.label(() -> "[accent] -> []" + unit().emoji() + " " + unit().localizedName);
|
||||||
}).pad(4).padLeft(0f).fillX().left();
|
}).pad(4).padLeft(0f).fillX().left();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user