Better mission display / Improved tutorial item amounts

This commit is contained in:
Anuken
2018-09-21 23:29:17 -04:00
parent a1a6a3ab81
commit 999dd5eb6f
7 changed files with 25 additions and 7 deletions
@@ -43,7 +43,7 @@ public class SectorsDialog extends FloatingDialog{
(selected.hasSave() ? " [accent]/[white] " + Bundles.format("text.sector.time", selected.getSave().getPlayTime()) : ""))));
content().row();
content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size
? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).displayString())
? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).menuDisplayString())
+ "[WHITE] " + (selected == null ? "" : Bundles.format("text.save.difficulty", "[LIGHT_GRAY]" + selected.getDifficulty().toString())));
content().row();
content().add(new SectorView()).grow();
@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Scaling;
import io.anuke.mindustry.core.GameState.State;
@@ -320,7 +321,9 @@ public class HudFragment extends Fragment{
IntFormat timef = new IntFormat("text.wave.waiting");
table.background("button");
table.left().labelWrap(() -> world.getSector() == null ? wavef.get(state.wave) : world.getSector().currentMission().displayString()).left().growX();
table.labelWrap(() -> world.getSector() == null ? wavef.get(state.wave) :
Bundles.format("text.mission.display", world.getSector().currentMission().displayString())).growX()
.get().setAlignment(Align.center, Align.center);
table.visible(() -> !((world.getSector() == null && state.mode.disableWaves) || !state.mode.showMission));