added a ? to the unit panel in the lower left and fixed jumping ui elements there

This commit is contained in:
martin
2019-05-13 11:14:52 +02:00
committed by Yair Morgenstern
parent dcb7daaabd
commit 0ce55feb39
2 changed files with 37 additions and 18 deletions

View File

@ -10,7 +10,7 @@ class WorldScreenBottomBar(val worldScreen: WorldScreen) : Table(){
val tileInfoTable = TileInfoTable(worldScreen)
init {
add(unitTable).width(worldScreen.stage.width/3).fill()
add(unitTable).width(worldScreen.stage.width/3).bottom().fillX()
add().width(worldScreen.stage.width/3) // empty space for the battle table
add(tileInfoTable).width(worldScreen.stage.width/3).fill()

View File

@ -2,14 +2,14 @@ package com.unciv.ui.worldscreen.unit
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.scenes.scene2d.Touchable
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.badlogic.gdx.scenes.scene2d.ui.Label
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.*
import com.unciv.UnCivGame
import com.unciv.logic.battle.CityCombatant
import com.unciv.logic.city.CityInfo
import com.unciv.logic.map.MapUnit
import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.tr
import com.unciv.ui.CivilopediaScreen
import com.unciv.ui.utils.*
import com.unciv.ui.worldscreen.WorldScreen
@ -25,6 +25,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
var currentlyExecutingAction : String? = null
var lastSelectedCityButton : Boolean = false
val deselectUnitButton = Table()
val helpUnitButton = Table()
// This is so that not on every update(), we will update the unit table.
// Most of the time it's the same unit with the same stats so why waste precious time?
@ -33,23 +34,41 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
init {
pad(5f)
background = ImageGetter.getBackground(ImageGetter.getBlue().lerp(Color.BLACK, 0.5f))
add(Table().apply {
add(prevIdleUnitButton)
add(unitIconHolder)
add(unitNameLabel).pad(5f)
add(nextIdleUnitButton)
}).colspan(2).row()
separator= addSeparator().actor!!
add(promotionsTable).colspan(2).row()
add(unitDescriptionTable)
add(VerticalGroup().apply {
pad(5f)
deselectUnitButton.add(Label("X",CameraStageBaseScreen.skin).setFontColor(Color.WHITE)).pad(10f)
deselectUnitButton.pack()
deselectUnitButton.touchable = Touchable.enabled
deselectUnitButton.onClick { selectedUnit=null; selectedCity=null; worldScreen.shouldUpdate=true }
addActor(deselectUnitButton)
helpUnitButton.add(Label("?",CameraStageBaseScreen.skin).setFontColor(Color.WHITE)).pad(10f)
helpUnitButton.pack()
helpUnitButton.touchable = Touchable.enabled
helpUnitButton.onClick { UnCivGame.Current.screen = CivilopediaScreen() }
addActor(helpUnitButton)
}).left()
add(prevIdleUnitButton)
add(Table().apply {
add(Table().apply {
add(unitIconHolder)
add(unitNameLabel).pad(5f)
}).colspan(2).fill().row()
separator= addSeparator().actor!!
add(promotionsTable).colspan(2).row()
add(unitDescriptionTable)
}).expand()
add(nextIdleUnitButton)
deselectUnitButton.add(Label("X",CameraStageBaseScreen.skin).setFontColor(Color.WHITE)).pad(20f)
deselectUnitButton.pack()
deselectUnitButton.touchable = Touchable.enabled
deselectUnitButton.onClick { selectedUnit=null; selectedCity=null; worldScreen.shouldUpdate=true }
addActor(deselectUnitButton)
}
fun update() {