Minor cleanup of gamemode description PR
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@@ -341,10 +341,12 @@ keybind.weapon_4.name=weapon_4
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keybind.weapon_5.name=weapon_5
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keybind.weapon_5.name=weapon_5
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keybind.weapon_6.name=weapon_6
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keybind.weapon_6.name=weapon_6
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mode.text.help.title=Description of modes
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mode.text.help.title=Description of modes
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mode.text.help.description="{0}" is the normal mode: limited resources and automatic incoming waves.\n"{1}" is a mode with infinite resources and no timer for waves.\n"{2}" is a mode with limited resources and no timer for waves.
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mode.waves.name=waves
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mode.waves.name=waves
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mode.waves.description=the normal mode. limited resources and automatic incoming waves.
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mode.sandbox.name=sandbox
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mode.sandbox.name=sandbox
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mode.sandbox.description=infinite resources and no timer for waves.
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mode.freebuild.name=freebuild
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mode.freebuild.name=freebuild
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mode.freebuild.description=limited resources and no timer for waves.
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upgrade.standard.name=standard
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upgrade.standard.name=standard
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upgrade.standard.description=The standard mech.
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upgrade.standard.description=The standard mech.
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upgrade.blaster.name=blaster
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upgrade.blaster.name=blaster
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@@ -1,7 +1,7 @@
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#Autogenerated file. Do not modify.
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#Autogenerated file. Do not modify.
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#Thu Mar 15 14:23:19 EDT 2018
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#Fri Mar 16 00:38:49 EDT 2018
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version=release
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version=release
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androidBuildCode=412
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androidBuildCode=414
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name=Mindustry
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name=Mindustry
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code=3.4
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code=3.4
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build=custom build
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build=custom build
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@@ -18,6 +18,10 @@ public enum GameMode{
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public boolean infiniteResources;
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public boolean infiniteResources;
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public boolean disableWaveTimer;
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public boolean disableWaveTimer;
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public String description(){
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return Bundles.get("mode."+name()+".description");
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}
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@Override
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@Override
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public String toString(){
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public String toString(){
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return Bundles.get("mode."+name()+".name");
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return Bundles.get("mode."+name()+".name");
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@@ -22,7 +22,6 @@ import static io.anuke.mindustry.Vars.*;
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public class LevelDialog extends FloatingDialog{
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public class LevelDialog extends FloatingDialog{
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private Map selectedMap = world.maps().getMap(0);
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private Map selectedMap = world.maps().getMap(0);
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private TextureRegion region = new TextureRegion();
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private ScrollPane pane;
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private ScrollPane pane;
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public LevelDialog(){
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public LevelDialog(){
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@@ -56,7 +55,7 @@ public class LevelDialog extends FloatingDialog{
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group.add(b[0]);
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group.add(b[0]);
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selmode.add(b[0]).size(130f, 54f);
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selmode.add(b[0]).size(130f, 54f);
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}
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}
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selmode.addButton("?", () -> displayGameModeHelp()).size(54f, 54f).padLeft(15f);
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selmode.addButton("?", this::displayGameModeHelp).size(50f, 54f).padLeft(18f);
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content().add(selmode);
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content().add(selmode);
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content().row();
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content().row();
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@@ -181,17 +180,13 @@ public class LevelDialog extends FloatingDialog{
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ScrollPane pane = new ScrollPane(table, "clear");
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ScrollPane pane = new ScrollPane(table, "clear");
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pane.setFadeScrollBars(false);
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pane.setFadeScrollBars(false);
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table.row();
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table.row();
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Label desclabel = new Label(
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for(GameMode mode : GameMode.values()){
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Bundles.format("mode.text.help.description",
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table.labelWrap("[accent]" + mode.toString() + ":[] [lightgray]" + mode.description()).width(600f);
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Bundles.get("mode.waves.name"),
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table.row();
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Bundles.get("mode.sandbox.name"),
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}
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Bundles.get("mode.freebuild.name")));
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desclabel.setWrap(true);
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table.add(desclabel).width(600);
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table.row();
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d.content().add(pane);
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d.content().add(pane);
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d.buttons().addButton("$text.ok", ()-> d.hide()).size(110, 50).pad(10f);
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d.buttons().addButton("$text.ok", d::hide).size(110, 50).pad(10f);
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d.show();
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d.show();
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}
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}
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