Menu cleanup
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@@ -13,7 +13,6 @@ import arc.util.noise.*;
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import mindustry.content.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.environment.*;
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import static mindustry.Vars.*;
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@@ -29,7 +28,8 @@ public class MenuRenderer implements Disposable{
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private float time = 0f;
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private float flyerRot = 45f;
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private int flyers = Mathf.chance(0.2) ? Mathf.random(35) : Mathf.random(15);
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private UnitType flyerType = content.units().select(u -> !u.isHidden() && u.hitSize <= 20f && u.flying && u.onTitleScreen && u.region.found()).random();
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//no longer random or "dynamic", mod units in the menu look jarring, and it's not worth the configuration effort
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private UnitType flyerType = Seq.with(UnitTypes.flare, UnitTypes.horizon, UnitTypes.zenith, UnitTypes.mono, UnitTypes.poly, UnitTypes.mega, UnitTypes.alpha, UnitTypes.beta, UnitTypes.gamma).random();
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public MenuRenderer(){
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Time.mark();
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@@ -41,7 +41,8 @@ public class MenuRenderer implements Disposable{
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private void generate(){
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world.beginMapLoad();
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Tiles tiles = world.resize(width, height);
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Seq<Block> ores = content.blocks().select(b -> b instanceof OreBlock ore && !ore.wallOre);
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//only uses base game ores now, mod ones usually contrast too much with the floor
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Seq<Block> ores = Seq.with(Blocks.oreCopper, Blocks.oreLead, Blocks.oreScrap, Blocks.oreCoal, Blocks.oreTitanium, Blocks.oreThorium);
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shadows = new FrameBuffer(width, height);
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int offset = Mathf.random(100000);
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int s1 = offset, s2 = offset + 1, s3 = offset + 2;
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@@ -44,8 +44,6 @@ public class UnitType extends UnlockableContent{
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/** If true, the unit is always at elevation 1. */
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public boolean flying;
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/** If `flying` and this is true, the unit can appear on the title screen. TODO remove with new menu*/
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public boolean onTitleScreen = true;
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/** Creates a new instance of this unit class. */
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public Prov<? extends Unit> constructor;
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/** The default AI controller to assign on creation. */
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@@ -170,6 +170,12 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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return this;
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}
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//view current planet by default
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if(Vars.state.rules.sector != null){
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state.planet = Vars.state.rules.sector.planet;
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settings.put("lastplanet", state.planet.name);
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}
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rebuildButtons();
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mode = look;
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state.otherCamPos = null;
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