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https://github.com/yairm210/Unciv.git
synced 2025-09-24 03:53:12 -04:00
No longer displays information for unexplored tiles
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parent
c0927cf49f
commit
74f1b6837b
@ -99,7 +99,7 @@ public class CityScreen extends CameraStageBaseScreen {
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private Image getSpecialistIcon(String imageName, final String building, final boolean isFilled, final FullStats specialistType) {
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Image specialist = ImageGetter.getImage(imageName);
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specialist.setSize(40,40);
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specialist.setSize(50,50);
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if(!isFilled) specialist.setColor(Color.GRAY);
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specialist.addListener(new ClickListener(){
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@Override
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@ -121,8 +121,7 @@ public class WorldScreen extends CameraStageBaseScreen {
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})) {
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selectIdleUnitButton.setColor(Color.WHITE);
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selectIdleUnitButton.setTouchable(Touchable.enabled);
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}
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else {
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} else {
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selectIdleUnitButton.setColor(Color.GRAY);
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selectIdleUnitButton.setTouchable(Touchable.disabled);
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}
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@ -130,8 +129,7 @@ public class WorldScreen extends CameraStageBaseScreen {
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private void updateNotificationsList() {
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notificationsTable.clearChildren();
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for(String notification : game.civInfo.notifications)
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{
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for (String notification : game.civInfo.notifications) {
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Label label = new Label(notification, skin);
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label.setColor(Color.WHITE);
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notificationsTable.add(label).pad(10).fill();
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@ -259,8 +257,10 @@ public class WorldScreen extends CameraStageBaseScreen {
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scienceLabel.setAlignment(Align.center);
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civTable.add(scienceLabel);
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String happinessText = "Happiness: " + Math.round(game.civInfo.getHappinessForNextTurn());
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if(game.civInfo.isGoldenAge()) happinessText+="\r\n GOLDEN AGE ("+game.civInfo.turnsLeftForCurrentGoldenAge+")";
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else happinessText+= "\r\n ("+(int)game.civInfo.civStats.happiness+"/"+game.civInfo.happinessRequiredForNextGoldenAge()+")";
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if (game.civInfo.isGoldenAge())
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happinessText += "\r\n GOLDEN AGE (" + game.civInfo.turnsLeftForCurrentGoldenAge + ")";
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else
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happinessText += "\r\n (" + (int) game.civInfo.civStats.happiness + "/" + game.civInfo.happinessRequiredForNextGoldenAge() + ")";
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Label happinessLabel = new Label(happinessText, skin);
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happinessLabel.setAlignment(Align.center);
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civTable.add(happinessLabel);
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@ -318,8 +318,7 @@ public class WorldScreen extends CameraStageBaseScreen {
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LinqHashMap<TileInfo, Float> distanceToTiles = game.civInfo.tileMap.getDistanceToTilesWithinTurn(unitTile.position, unitTile.unit.currentMovement);
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if (distanceToTiles.containsKey(selectedTile)) {
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unitTile.moveUnitToTile(group.tileInfo, distanceToTiles.get(selectedTile));
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}
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else {
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} else {
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unitTile.unit.action = "moveTo " + ((int) selectedTile.position.x) + "," + ((int) selectedTile.position.y);
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unitTile.unit.doAction(unitTile);
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}
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@ -392,6 +391,7 @@ public class WorldScreen extends CameraStageBaseScreen {
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tileTable.add(cityStatsHeader).colspan(2).pad(10);
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tileTable.row();
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if (selectedTile.explored) {
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tileTable.add(new Label(selectedTile.toString(), skin)).colspan(2);
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tileTable.row();
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@ -404,11 +404,13 @@ public class WorldScreen extends CameraStageBaseScreen {
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TileStatsValues.put("Culture", stats.culture);
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for (String key : TileStatsValues.keySet()) {
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if(TileStatsValues.get(key) == 0) continue; // this tile gives nothing of this stat, so why even display it?
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if (TileStatsValues.get(key) == 0)
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continue; // this tile gives nothing of this stat, so why even display it?
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tileTable.add(com.unciv.game.utils.ImageGetter.getStatIcon(key)).align(Align.right);
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tileTable.add(new Label(Math.round(TileStatsValues.get(key)) + "", skin)).align(Align.left);
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tileTable.row();
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}
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}
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if (selectedTile.unit != null) {
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@ -474,7 +476,9 @@ public class WorldScreen extends CameraStageBaseScreen {
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, new ClickListener() {
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@Override
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public void clicked(InputEvent event, float x, float y) {game.setScreen(new ImprovementPickerScreen(selectedTile));}
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public void clicked(InputEvent event, float x, float y) {
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game.setScreen(new ImprovementPickerScreen(selectedTile));
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}
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});
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addUnitAction(tileTable, "automation".equals(selectedTile.unit.action) ? "Stop automation" : "Automate", true,
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new ClickListener() {
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@ -601,7 +605,8 @@ public class WorldScreen extends CameraStageBaseScreen {
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private void updateTiles() {
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for (WorldTileGroup WG : tileGroups.linqValues()) WG.update(this);
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if(unitTile!=null) return; // While we're in "unit move" mode, no tiles but the tiles the unit can move to will be "visible"
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if (unitTile != null)
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return; // While we're in "unit move" mode, no tiles but the tiles the unit can move to will be "visible"
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// YES A TRIPLE FOR, GOT PROBLEMS WITH THAT?
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// Seriously though, there is probably a more efficient way of doing this, probably?
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