Added sector mission display and generation
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@@ -12,7 +12,6 @@ import io.anuke.ucore.scene.Element;
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import io.anuke.ucore.scene.event.ClickListener;
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import io.anuke.ucore.scene.event.InputEvent;
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import io.anuke.ucore.scene.event.InputListener;
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import io.anuke.ucore.scene.ui.TextButton;
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import io.anuke.ucore.scene.ui.layout.Unit;
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import io.anuke.ucore.scene.utils.Cursors;
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import io.anuke.ucore.scene.utils.ScissorStack;
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@@ -37,18 +36,21 @@ public class SectorsDialog extends FloatingDialog{
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addCloseButton();
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content().label(() -> Bundles.format("text.sector", selected == null ? "<none>" :
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content().label(() -> Bundles.format("text.sector", selected == null ? Bundles.get("text.none") :
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(selected.x + ", " + selected.y + (!selected.complete && selected.saveID != -1 ? " " + Bundles.get("text.sector.locked") : ""))
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+ (selected.saveID == -1 ? " " + Bundles.get("text.sector.unexplored") :
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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 ? Bundles.get("text.none") : selected.mission.displayString()));
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content().row();
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content().add(new SectorView()).grow();
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content().row();
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buttons().addImageTextButton("$text.sector.deploy", "icon-play", 10*3, () -> {
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hide();
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ui.loadLogic(() -> world.sectors().playSector(selected));
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}).size(230f, 64f).name("deploy-button").disabled(b -> selected == null);
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}).size(230f, 64f).disabled(b -> selected == null)
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.update(t -> t.setText(selected != null && selected.hasSave() ? "$text.sector.resume" : "$text.sector.deploy"));
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if(debug){
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buttons().addButton("unlock", () -> world.sectors().completeSector(selected.x, selected.y)).size(230f, 64f).disabled(b -> selected == null);
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@@ -56,7 +58,6 @@ public class SectorsDialog extends FloatingDialog{
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}
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void selectSector(Sector sector){
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buttons().<TextButton>find("deploy-button").setText(sector.hasSave() ? "$text.sector.resume" : "$text.sector.deploy");
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selected = sector;
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}
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