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Resolved #603 - Move unit icons back above city label
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7fa24a8f17
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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applicationId "com.unciv.app"
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minSdkVersion 14
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minSdkVersion 14
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targetSdkVersion 28
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targetSdkVersion 28
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versionCode 225
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versionCode 226
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versionName "2.14.5"
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versionName "2.14.6"
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}
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -93,8 +93,9 @@ class CityButton(val city: CityInfo, internal val tileGroup: WorldTileGroup, ski
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group.addActor(image)
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group.addActor(image)
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val secondaryColor = cityConstructions.cityInfo.civInfo.getNation().getSecondaryColor()
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val secondaryColor = cityConstructions.cityInfo.civInfo.getNation().getSecondaryColor()
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if(cityConstructions.getCurrentConstruction() !is SpecialConstruction) {
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val cityCurrentConstruction = cityConstructions.getCurrentConstruction()
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val turnsToConstruction = cityConstructions.turnsToConstruction(cityConstructions.currentConstruction)
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if(cityCurrentConstruction !is SpecialConstruction) {
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val turnsToConstruction = cityConstructions.turnsToConstruction(cityCurrentConstruction.name)
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val label = turnsToConstruction.toString().toLabel()
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val label = turnsToConstruction.toString().toLabel()
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label.setFontColor(secondaryColor)
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label.setFontColor(secondaryColor)
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label.setFontSize(10)
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label.setFontSize(10)
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@ -3,6 +3,7 @@ package com.unciv.ui.tilegroups
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Actor
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import com.badlogic.gdx.scenes.scene2d.Actor
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import com.badlogic.gdx.scenes.scene2d.Group
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import com.badlogic.gdx.scenes.scene2d.Group
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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import com.badlogic.gdx.utils.Align
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import com.badlogic.gdx.utils.Align
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import com.unciv.UnCivGame
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import com.unciv.UnCivGame
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@ -49,6 +50,8 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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var populationImage: Image? = null //reuse for acquire icon
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var populationImage: Image? = null //reuse for acquire icon
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private val roadImages = HashMap<TileInfo, RoadImage>()
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private val roadImages = HashMap<TileInfo, RoadImage>()
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private val borderImages = HashMap<TileInfo, List<Image>>() // map of neighboring tile to border images
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private val borderImages = HashMap<TileInfo, List<Image>>() // map of neighboring tile to border images
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val unitLayerGroup = Group().apply { isTransform=false; setSize(groupSize,groupSize);touchable=Touchable.disabled }
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protected var civilianUnitImage: UnitGroup? = null
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protected var civilianUnitImage: UnitGroup? = null
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protected var militaryUnitImage: UnitGroup? = null
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protected var militaryUnitImage: UnitGroup? = null
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@ -71,6 +74,7 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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this.addActor(baseLayerGroup)
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this.addActor(baseLayerGroup)
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this.addActor(featureLayerGroup)
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this.addActor(featureLayerGroup)
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this.addActor(miscLayerGroup)
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this.addActor(miscLayerGroup)
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this.addActor(unitLayerGroup)
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this.addActor(circleCrosshairFogLayerGroup)
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this.addActor(circleCrosshairFogLayerGroup)
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updateTileImage(false)
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updateTileImage(false)
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@ -426,7 +430,7 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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newImage.blackSpinningCircle = ImageGetter.getCircle()
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newImage.blackSpinningCircle = ImageGetter.getCircle()
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.apply { rotation= oldUnitGroup.blackSpinningCircle!!.rotation}
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.apply { rotation= oldUnitGroup.blackSpinningCircle!!.rotation}
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}
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}
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miscLayerGroup.addActor(newImage)
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unitLayerGroup.addActor(newImage)
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newImage.center(this)
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newImage.center(this)
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newImage.y += yFromCenter
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newImage.y += yFromCenter
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@ -30,6 +30,7 @@ class TileGroupMap<T: TileGroup>(tileGroups:Collection<T>, padding:Float): Group
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val baseLayers = ArrayList<Group>()
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val baseLayers = ArrayList<Group>()
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val featureLayers = ArrayList<Group>()
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val featureLayers = ArrayList<Group>()
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val miscLayers = ArrayList<Group>()
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val miscLayers = ArrayList<Group>()
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val unitLayers = ArrayList<Group>()
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val circleCrosshairFogLayers = ArrayList<Group>()
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val circleCrosshairFogLayers = ArrayList<Group>()
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for(group in tileGroups.sortedByDescending { it.tileInfo.position.x + it.tileInfo.position.y }){
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for(group in tileGroups.sortedByDescending { it.tileInfo.position.x + it.tileInfo.position.y }){
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@ -37,13 +38,15 @@ class TileGroupMap<T: TileGroup>(tileGroups:Collection<T>, padding:Float): Group
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baseLayers.add(group.baseLayerGroup.apply { setPosition(group.x,group.y) })
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baseLayers.add(group.baseLayerGroup.apply { setPosition(group.x,group.y) })
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featureLayers.add(group.featureLayerGroup.apply { setPosition(group.x,group.y) })
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featureLayers.add(group.featureLayerGroup.apply { setPosition(group.x,group.y) })
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miscLayers.add(group.miscLayerGroup.apply { setPosition(group.x,group.y) })
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miscLayers.add(group.miscLayerGroup.apply { setPosition(group.x,group.y) })
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unitLayers.add(group.unitLayerGroup.apply { setPosition(group.x,group.y) })
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circleCrosshairFogLayers.add(group.circleCrosshairFogLayerGroup.apply { setPosition(group.x,group.y) })
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circleCrosshairFogLayers.add(group.circleCrosshairFogLayerGroup.apply { setPosition(group.x,group.y) })
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}
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}
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for(group in baseLayers) addActor(group)
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for(group in baseLayers) addActor(group)
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for(group in featureLayers) addActor(group)
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for(group in featureLayers) addActor(group)
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for(group in miscLayers) addActor(group)
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for(group in miscLayers) addActor(group)
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for(group in circleCrosshairFogLayers) addActor(group)
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for(group in circleCrosshairFogLayers) addActor(group)
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for(group in tileGroups) addActor(group) // The above layers are for the visual layers, this is for the cli
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for(group in tileGroups) addActor(group) // The above layers are for the visual layers, this is for the clickability
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for(group in unitLayers) addActor(group) // Aaand units above everything else.
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// there are tiles "below the zero",
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// there are tiles "below the zero",
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