UI layout fixes
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@@ -46,7 +46,8 @@ public class CustomGameDialog extends FloatingDialog{
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Table selmode = new Table();
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Table selmode = new Table();
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ButtonGroup<TextButton> group = new ButtonGroup<>();
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ButtonGroup<TextButton> group = new ButtonGroup<>();
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selmode.add("$level.mode").padRight(15f);
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selmode.add("$level.mode").colspan(4);
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selmode.row();
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int i = 0;
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int i = 0;
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Table modes = new Table();
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Table modes = new Table();
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@@ -75,7 +76,8 @@ public class CustomGameDialog extends FloatingDialog{
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Table sdif = new Table();
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Table sdif = new Table();
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sdif.add("$setting.difficulty.name").padRight(15f);
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sdif.add("$setting.difficulty.name").colspan(3);
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sdif.row();
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sdif.defaults().height(s + 4);
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sdif.defaults().height(s + 4);
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sdif.addImageButton("icon-arrow-left", 10 * 3, () -> {
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sdif.addImageButton("icon-arrow-left", 10 * 3, () -> {
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difficulty = (ds[Mathf.mod(difficulty.ordinal() - 1, ds.length)]);
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difficulty = (ds[Mathf.mod(difficulty.ordinal() - 1, ds.length)]);
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@@ -14,7 +14,7 @@ public class GameOverDialog extends FloatingDialog{
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public GameOverDialog(){
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public GameOverDialog(){
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super("$gameover");
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super("$gameover");
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setFillParent(false);
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setFillParent(true);
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shown(this::rebuild);
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shown(this::rebuild);
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}
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}
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@@ -43,36 +43,37 @@ public class GameOverDialog extends FloatingDialog{
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cont.row();
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cont.row();
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}
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}
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cont.table(t -> {
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cont.pane(t -> {
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cont.left().defaults().left();
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t.margin(13f);
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cont.add(Core.bundle.format("stat.wave", state.stats.wavesLasted));
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t.left().defaults().left();
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cont.row();
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t.add(Core.bundle.format("stat.wave", state.stats.wavesLasted));
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cont.add(Core.bundle.format("stat.enemiesDestroyed", state.stats.enemyUnitsDestroyed));
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t.row();
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cont.row();
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t.add(Core.bundle.format("stat.enemiesDestroyed", state.stats.enemyUnitsDestroyed));
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cont.add(Core.bundle.format("stat.built", state.stats.buildingsBuilt));
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t.row();
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cont.row();
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t.add(Core.bundle.format("stat.built", state.stats.buildingsBuilt));
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cont.add(Core.bundle.format("stat.destroyed", state.stats.buildingsDestroyed));
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t.row();
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cont.row();
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t.add(Core.bundle.format("stat.destroyed", state.stats.buildingsDestroyed));
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cont.add(Core.bundle.format("stat.deconstructed", state.stats.buildingsDeconstructed));
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t.row();
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cont.row();
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t.add(Core.bundle.format("stat.deconstructed", state.stats.buildingsDeconstructed));
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t.row();
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if(world.isZone() && !state.stats.itemsDelivered.isEmpty()){
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if(world.isZone() && !state.stats.itemsDelivered.isEmpty()){
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cont.add("$stat.delivered");
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t.add("$stat.delivered");
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cont.row();
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t.row();
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for(Item item : content.items()){
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for(Item item : content.items()){
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if(state.stats.itemsDelivered.get(item, 0) > 0){
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if(state.stats.itemsDelivered.get(item, 0) > 0){
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cont.table(items -> {
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t.table(items -> {
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items.add(" [LIGHT_GRAY]" + state.stats.itemsDelivered.get(item, 0));
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items.add(" [LIGHT_GRAY]" + state.stats.itemsDelivered.get(item, 0));
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items.addImage(item.icon(Icon.medium)).size(8 *3).pad(4);
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items.addImage(item.icon(Icon.medium)).size(8 *3).pad(4);
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}).left();
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}).left();
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cont.row();
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t.row();
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}
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}
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}
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}
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}
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}
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if(world.isZone()){
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if(world.isZone()){
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RankResult result = state.stats.calculateRank(world.getZone(), state.launched);
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RankResult result = state.stats.calculateRank(world.getZone(), state.launched);
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cont.add(Core.bundle.format("stat.rank", result.rank + result.modifier));
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t.add(Core.bundle.format("stat.rank", result.rank + result.modifier));
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cont.row();
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t.row();
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}
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}
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}).pad(12);
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}).pad(12);
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