Added backing field selectedUnits:ArrayList<MapUnit> for selectedUnit in UnitTable - will allow multi-select in the future, no functional change for now
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7d32412646
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395292e2f3
6 changed files with 39 additions and 38 deletions
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@ -213,7 +213,7 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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stage.removeListener(keyListener)
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game.setWorldScreen()
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game.worldScreen.mapHolder.setCenterPosition(city.location)
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game.worldScreen.bottomUnitTable.selectedUnit=null
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game.worldScreen.bottomUnitTable.selectUnits()
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}
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fun page(delta: Int) {
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val civInfo = city.civInfo
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@ -135,7 +135,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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Sounds.play(UncivSound.Whoosh)
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if (selectedUnit.currentTile != targetTile)
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selectedUnit.action = "moveTo " + targetTile.position.x.toInt() + "," + targetTile.position.y.toInt()
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if (selectedUnit.currentMovement > 0) worldScreen.bottomUnitTable.selectedUnit = selectedUnit
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if (selectedUnit.currentMovement > 0) worldScreen.bottomUnitTable.selectUnits(selectedUnit)
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worldScreen.shouldUpdate = true
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unitActionOverlay?.remove()
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@ -164,7 +164,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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if(UncivGame.Current.settings.singleTapMove && turnsToGetThere==1) {
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// single turn instant move
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selectedUnit.movement.headTowards(tileInfo)
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worldScreen.bottomUnitTable.selectedUnit = selectedUnit // keep moved unit selected
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worldScreen.bottomUnitTable.selectUnits(selectedUnit) // keep moved unit selected
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} else {
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// add "move to" button if there is a path to tileInfo
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val moveHereButtonDto = if (turnsToGetThere != 0) MoveHereButtonDto(selectedUnit, tileInfo, turnsToGetThere)
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@ -197,8 +197,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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if (unit.currentMovement == 0f) unitGroup.color.a = 0.5f
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unitGroup.touchable = Touchable.enabled
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unitGroup.onClick {
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worldScreen.bottomUnitTable.selectedUnit = unit
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worldScreen.bottomUnitTable.selectedCity = null
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worldScreen.bottomUnitTable.selectUnits(unit)
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worldScreen.shouldUpdate = true
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unitActionOverlay?.remove()
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}
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@ -593,8 +593,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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val nextDueUnit = viewingCiv.getNextDueUnit()
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if (nextDueUnit != null) {
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mapHolder.setCenterPosition(nextDueUnit.currentTile.position, false, false)
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bottomUnitTable.selectedCity = null
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bottomUnitTable.selectedUnit = nextDueUnit
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bottomUnitTable.selectUnits(nextDueUnit)
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shouldUpdate = true
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}
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}
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@ -687,7 +686,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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// Deselect Unit
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if (bottomUnitTable.selectedUnit != null) {
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bottomUnitTable.selectedUnit = null
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bottomUnitTable.selectUnits()
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bottomUnitTable.isVisible = false
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shouldUpdate = true
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return
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@ -31,14 +31,14 @@ class IdleUnitButton (
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onClick {
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val idleUnits = unitTable.worldScreen.viewingCiv.getIdleUnits()
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if(idleUnits.none()) return@onClick
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if (idleUnits.none()) return@onClick
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val unitToSelect: MapUnit
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if (unitTable.selectedUnit==null || !idleUnits.contains(unitTable.selectedUnit!!))
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if (unitTable.selectedUnit == null || !idleUnits.contains(unitTable.selectedUnit!!))
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unitToSelect = idleUnits.first()
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else {
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var index = idleUnits.indexOf(unitTable.selectedUnit!!)
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if(previous) index-- else index++
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if (previous) index-- else index++
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index += idleUnits.count()
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index %= idleUnits.count() // for looping
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unitToSelect = idleUnits.elementAt(index)
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@ -46,10 +46,8 @@ class IdleUnitButton (
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unitToSelect.due = false
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tileMapHolder.setCenterPosition(unitToSelect.currentTile.position)
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unitTable.selectedCity = null // need to deselect city, so that units on cities show their tiles
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unitTable.selectedUnit = unitToSelect
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unitTable.worldScreen.shouldUpdate=true
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unitTable.selectUnits(unitToSelect)
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unitTable.worldScreen.shouldUpdate = true
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}
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}
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@ -14,8 +14,6 @@ import com.unciv.models.UncivSound
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import com.unciv.models.UnitAction
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import com.unciv.models.UnitActionType
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import com.unciv.models.ruleset.Building
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import com.unciv.models.translations.equalsPlaceholderText
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import com.unciv.models.translations.getPlaceholderParameters
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import com.unciv.models.translations.tr
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import com.unciv.ui.pickerscreens.ImprovementPickerScreen
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import com.unciv.ui.pickerscreens.PromotionPickerScreen
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@ -287,7 +285,7 @@ object UnitActions {
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type = UnitActionType.ConstructImprovement,
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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action = {
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worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectedUnit = null })
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worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectUnits() })
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}.takeIf { canConstruct })
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}
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@ -445,7 +443,7 @@ object UnitActions {
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uncivSound = UncivSound.Fortify,
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action = {
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unit.fortify()
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unitTable.selectedUnit = null
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unitTable.selectUnits()
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}.takeIf { unit.currentMovement > 0 })
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if (unit.health < 100) {
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@ -454,7 +452,7 @@ object UnitActions {
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title = UnitActionType.FortifyUntilHealed.value,
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action = {
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unit.fortifyUntilHealed()
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unitTable.selectedUnit = null
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unitTable.selectUnits()
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}.takeIf { unit.currentMovement > 0 })
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actionList += actionForWounded
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}
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@ -471,7 +469,7 @@ object UnitActions {
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isCurrentAction = isSleeping,
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action = {
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unit.action = Constants.unitActionSleep
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unitTable.selectedUnit = null
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unitTable.selectUnits()
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}.takeIf { !isSleeping })
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if (unit.health < 100 && !isSleeping) {
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@ -480,7 +478,7 @@ object UnitActions {
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title = UnitActionType.SleepUntilHealed.value,
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action = {
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unit.action = Constants.unitActionSleepUntilHealed
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unitTable.selectedUnit = null
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unitTable.selectUnits()
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})
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actionList += actionForWounded
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}
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@ -22,10 +22,21 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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private val unitNameLabel = "".toLabel()
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private val promotionsTable = Table()
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private val unitDescriptionTable = Table(CameraStageBaseScreen.skin)
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var selectedUnit : MapUnit? = null
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val selectedUnit : MapUnit?
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get() = selectedUnits.firstOrNull()
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/** This is in preparation for multi-select and multi-move */
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val selectedUnits = ArrayList<MapUnit>()
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/** Sending no units clears the selected units entirely */
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fun selectUnits(vararg units:MapUnit) {
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selectedUnits.clear()
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selectedCity = null
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for (unit in units) selectedUnits.add(unit)
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}
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var selectedCity : CityInfo? = null
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val deselectUnitButton = Table()
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val helpUnitButton = Table()
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// This is so that not on every update(), we will update the unit table.
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// Most of the time it's the same unit with the same stats so why waste precious time?
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@ -45,7 +56,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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deselectUnitButton.add(ImageGetter.getImage("OtherIcons/Close")).size(20f).pad(10f)
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deselectUnitButton.pack()
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deselectUnitButton.touchable = Touchable.enabled
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deselectUnitButton.onClick { selectedUnit=null; selectedCity=null; worldScreen.shouldUpdate=true;this@UnitTable.isVisible=false }
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deselectUnitButton.onClick { selectUnits(); worldScreen.shouldUpdate=true; this@UnitTable.isVisible=false }
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addActor(deselectUnitButton)
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}).left()
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@ -75,12 +86,10 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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if(selectedUnit!=null) {
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isVisible=true
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if (selectedUnit!!.civInfo != worldScreen.viewingCiv && !worldScreen.viewingCiv.isSpectator()) { // The unit that was selected, was captured. It exists but is no longer ours.
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selectedUnit = null
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selectedCity = null
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selectUnits()
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selectedUnitHasChanged = true
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} else if (selectedUnit!! !in selectedUnit!!.getTile().getUnits()) { // The unit that was there no longer exists}
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selectedUnit = null
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selectedCity = null
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selectUnits()
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selectedUnitHasChanged = true
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}
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}
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@ -183,9 +192,9 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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}
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fun citySelected(cityInfo: CityInfo) : Boolean {
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selectUnits()
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if (cityInfo == selectedCity) return false
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selectedCity = cityInfo
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selectedUnit = null
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selectedUnitHasChanged = true
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worldScreen.shouldUpdate = true
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return true
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@ -202,20 +211,18 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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else if(selectedTile.militaryUnit!=null
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&& (selectedTile.militaryUnit!!.civInfo == worldScreen.viewingCiv || worldScreen.viewingCiv.isSpectator())
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&& selectedUnit!=selectedTile.militaryUnit
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&& (selectedTile.civilianUnit==null || selectedUnit!=selectedTile.civilianUnit)){
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selectedUnit = selectedTile.militaryUnit
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selectedCity = null
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&& (selectedTile.civilianUnit==null || selectedUnit!=selectedTile.civilianUnit)) {
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selectUnits(selectedTile.militaryUnit!!)
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}
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else if (selectedTile.civilianUnit!=null
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&& (selectedTile.civilianUnit!!.civInfo == worldScreen.viewingCiv || worldScreen.viewingCiv.isSpectator())
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&& selectedUnit!=selectedTile.civilianUnit){
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selectedUnit = selectedTile.civilianUnit
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selectedCity = null
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&& selectedUnit!=selectedTile.civilianUnit) {
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selectUnits(selectedTile.civilianUnit!!)
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} else if(selectedTile == previouslySelectedUnit?.currentTile) {
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// tapping the same tile again will deselect a unit.
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// important for single-tap-move to abort moving easily
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selectedUnit = null
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isVisible=false
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selectUnits()
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isVisible = false
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}
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if(selectedUnit != previouslySelectedUnit)
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