Resolved #2640 - Difficulty level shown in victory status screen
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3 changed files with 8 additions and 4 deletions
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@ -537,8 +537,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
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// Allow barbarian camps, ruins and similar without clear
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-> if (topTerrain.unbuildable && improvement.isGreatImprovement())
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tileInfo.terrainFeature = null
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topTerrain.unbuildable
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-> tileInfo.improvement = null // forbid on unbuildable feature
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topTerrain.unbuildable -> tileInfo.improvement = null // forbid on unbuildable feature
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"Can only be built on Coastal tiles" in improvement.uniques && tileInfo.isCoastalTile()
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-> Unit // allow Moai where appropriate
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else -> tileInfo.improvement = null
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@ -3,6 +3,7 @@ package com.unciv.ui.victoryscreen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.ui.TextButton
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import com.badlogic.gdx.utils.Align
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.models.ruleset.VictoryType
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import com.unciv.models.translations.tr
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@ -25,6 +26,10 @@ class VictoryScreen(val worldScreen: WorldScreen) : PickerScreen() {
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private val contentsTable = Table()
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init {
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val difficultyLabel = ("{Difficulty}: {${worldScreen.gameInfo.difficulty}}").toLabel()
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difficultyLabel.setPosition(10f, stage.height-10, Align.topLeft)
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stage.addActor(difficultyLabel)
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val tabsTable = Table().apply { defaults().pad(10f) }
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val setMyVictoryButton = "Our status".toTextButton().onClick { setMyVictoryTable() }
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tabsTable.add(setMyVictoryButton)
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