Bombard to the north (#9951)

* Tweak TileOverlays slightly to make city bombard accessible

* Linting
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SomeTroglodyte 2023-08-24 09:09:24 +02:00 committed by GitHub
parent 88449a819b
commit c79d1d4d52
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@ -334,12 +334,6 @@ class WorldMapHolder(
* so that and that alone will be relegated to the concurrent thread.
*/
/** LibGdx sometimes has these weird errors when you try to edit the UI layout from 2 separate threads.
* And so, all UI editing will be done on the main thread.
* The only "heavy lifting" that needs to be done is getting the turns to get there,
* so that and that alone will be relegated to the concurrent thread.
*/
val unitToTurnsToTile = HashMap<MapUnit, Int>()
for (unit in selectedUnits) {
val shortestPath = ArrayList<Tile>()
@ -423,9 +417,9 @@ class WorldMapHolder(
}
for (unit in unitList) {
val unitGroup = UnitGroup(unit, 60f).surroundWithCircle(85f, resizeActor = false)
val unitGroup = UnitGroup(unit, 48f).surroundWithCircle(68f, resizeActor = false)
unitGroup.circle.color = Color.GRAY.cpy().apply { a = 0.5f }
if (unit.currentMovement == 0f) unitGroup.color.a = 0.5f
if (unit.currentMovement == 0f) unitGroup.color.a = 0.66f
unitGroup.touchable = Touchable.enabled
unitGroup.onClick {
worldScreen.bottomUnitTable.selectUnit(unit, Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT))
@ -436,7 +430,7 @@ class WorldMapHolder(
}
addOverlayOnTileGroup(tileGroups[tile]!!, table)
table.moveBy(0f, 60f)
table.moveBy(0f, 48f)
}