Logic fixes / Bigger erekir sectors
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@@ -101,12 +101,20 @@ public class LaunchLoadoutDialog extends BaseDialog{
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});
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}).width(204);
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buttons.button("@launch.text", Icon.ok, () -> {
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boolean rows = Core.graphics.isPortrait() && mobile;
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if(rows) buttons.row();
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var cell = buttons.button("@launch.text", Icon.ok, () -> {
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universe.updateLoadout(core, selected);
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confirm.run();
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hide();
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}).disabled(b -> !valid);
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if(rows){
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cell.colspan(2).size(160f + 204f + 4f, 64f);
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}
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int cols = Math.max((int)(Core.graphics.getWidth() / Scl.scl(230)), 1);
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ButtonGroup<Button> group = new ButtonGroup<>();
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selected = universe.getLoadout(core);
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@@ -488,7 +488,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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//TODO what if any sector is selectable?
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//TODO launch criteria - which planets can be launched to? Where should this be defined? Should planets even be selectable?
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if(mode == planetLaunch) return launchSector != null && planet != launchSector.planet && launchSector.planet.launchCandidates.contains(planet);
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return (planet.alwaysUnlocked && planet.isLandable()) || planet.sectors.contains(Sector::hasBase);
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return (planet.alwaysUnlocked && planet.isLandable()) || planet.sectors.contains(Sector::hasBase) || debugSelect;
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}
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void setup(){
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