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Select the next unit after closing the improvement screen (#8545)
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@ -93,7 +93,7 @@ enum class UnitActionType(
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FoundCity("Found city",
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FoundCity("Found city",
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{ ImageGetter.getUnitActionPortrait("FoundCity") }, 'c', UncivSound.Silent),
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{ ImageGetter.getUnitActionPortrait("FoundCity") }, 'c', UncivSound.Silent),
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ConstructImprovement("Construct improvement",
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ConstructImprovement("Construct improvement",
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{ ImageGetter.getUnitActionPortrait("ConstructImprovement") }, 'i'),
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{ ImageGetter.getUnitActionPortrait("ConstructImprovement") }, 'i', false),
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Repair(Constants.repair,
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Repair(Constants.repair,
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{ ImageGetter.getUnitActionPortrait("Repair") }, 'r', UncivSound.Construction),
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{ ImageGetter.getUnitActionPortrait("Repair") }, 'r', UncivSound.Construction),
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Create("Create",
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Create("Create",
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@ -370,7 +370,7 @@ object UnitActions {
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actionList += UnitAction(UnitActionType.ConstructImprovement,
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actionList += UnitAction(UnitActionType.ConstructImprovement,
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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action = {
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action = {
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worldScreen.game.pushScreen(ImprovementPickerScreen(tile, unit) { unitTable.selectUnit() })
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worldScreen.game.pushScreen(ImprovementPickerScreen(tile, unit) { worldScreen.switchToNextUnit() })
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}.takeIf { couldConstruct }
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}.takeIf { couldConstruct }
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)
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)
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}
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}
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