Better mission display / Improved tutorial item amounts
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@@ -43,7 +43,7 @@ public class SectorsDialog extends FloatingDialog{
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(selected.hasSave() ? " [accent]/[white] " + Bundles.format("text.sector.time", selected.getSave().getPlayTime()) : ""))));
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content().row();
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content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size
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? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).displayString())
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? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).menuDisplayString())
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+ "[WHITE] " + (selected == null ? "" : Bundles.format("text.save.difficulty", "[LIGHT_GRAY]" + selected.getDifficulty().toString())));
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content().row();
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content().add(new SectorView()).grow();
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@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.math.Interpolation;
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import com.badlogic.gdx.utils.Align;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Scaling;
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import io.anuke.mindustry.core.GameState.State;
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@@ -320,7 +321,9 @@ public class HudFragment extends Fragment{
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IntFormat timef = new IntFormat("text.wave.waiting");
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table.background("button");
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table.left().labelWrap(() -> world.getSector() == null ? wavef.get(state.wave) : world.getSector().currentMission().displayString()).left().growX();
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table.labelWrap(() -> world.getSector() == null ? wavef.get(state.wave) :
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Bundles.format("text.mission.display", world.getSector().currentMission().displayString())).growX()
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.get().setAlignment(Align.center, Align.center);
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table.visible(() -> !((world.getSector() == null && state.mode.disableWaves) || !state.mode.showMission));
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