Fixed Wait action when auto unit cycle is disabled

This commit is contained in:
yairm210 2024-11-02 19:25:50 +02:00
parent 66ed5ee5ef
commit ba94a6a482
2 changed files with 7 additions and 4 deletions

View File

@ -5,7 +5,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.unciv.Constants
import com.unciv.logic.GameInfoPreview
import com.unciv.logic.map.MapGeneratedMainType
import com.unciv.logic.map.MapParameters
import com.unciv.models.ruleset.Ruleset
import com.unciv.ui.components.extensions.toLabel
import com.unciv.ui.components.input.onChange
@ -13,7 +12,7 @@ import com.unciv.ui.components.widgets.TranslatedSelectBox
import com.unciv.ui.screens.basescreen.BaseScreen
import com.unciv.utils.Concurrency
class ScenarioSelectTable(val newGameScreen: NewGameScreen, mapParameters: MapParameters) : Table() {
class ScenarioSelectTable(val newGameScreen: NewGameScreen) : Table() {
data class ScenarioData(val name:String, val file: FileHandle){
var preview: GameInfoPreview? = null
@ -71,7 +70,7 @@ class MapOptionsTable(private val newGameScreen: NewGameScreen) : Table() {
internal val generatedMapOptionsTable = MapParametersTable(newGameScreen, mapParameters, MapGeneratedMainType.generated)
private val randomMapOptionsTable = MapParametersTable(newGameScreen, mapParameters, MapGeneratedMainType.randomGenerated)
private val savedMapOptionsTable = MapFileSelectTable(newGameScreen, mapParameters)
private val scenarioOptionsTable = ScenarioSelectTable(newGameScreen, mapParameters)
private val scenarioOptionsTable = ScenarioSelectTable(newGameScreen)
internal val mapTypeSelectBox: TranslatedSelectBox
init {

View File

@ -382,7 +382,11 @@ object UnitActions {
type = UnitActionType.Wait,
useFrequency = 65f, // Preferably have this on the first page
action = {
unit.due = false // Skips to next unit due to worldScreen.switchToNextUnit() in activateAction
// If it's on, skips to next unit due to worldScreen.switchToNextUnit() in activateAction
// We don't want to switch twice since then we skip units :)
if (!UncivGame.Current.settings.autoUnitCycle)
GUI.getWorldScreen().switchToNextUnit()
unit.due = false
}
))
}