WorldScreen now accepts player as parameter - important for multiplayer so people could see their own map even when it's someone else's turn
This commit is contained in:
parent
f3ba4b5486
commit
7b37e426a9
8 changed files with 78 additions and 68 deletions
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@ -2,6 +2,7 @@ package com.unciv
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import com.badlogic.gdx.Game
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.unciv.logic.GameInfo
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import com.unciv.logic.GameSaver
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import com.unciv.models.gamebasics.GameBasics
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@ -26,7 +27,7 @@ class UnCivGame(val version: String) : Game() {
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override fun create() {
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Current = this
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Gdx.input.isCatchBackKey=true
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Gdx.input.setCatchKey(Input.Keys.BACK, true)
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GameBasics.run { } // just to initialize the GameBasics
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settings = GameSaver().getGeneralSettings()
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if (GameSaver().getSave("Autosave").exists()) {
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@ -41,7 +42,7 @@ class UnCivGame(val version: String) : Game() {
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fun loadGame(gameInfo:GameInfo){
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this.gameInfo = gameInfo
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worldScreen = WorldScreen()
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worldScreen = WorldScreen(gameInfo.currentPlayerCiv)
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setWorldScreen()
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}
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@ -53,7 +54,7 @@ class UnCivGame(val version: String) : Game() {
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val newGame = GameStarter().startNewGame(GameParameters().apply { difficulty="Chieftain" })
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gameInfo = newGame
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worldScreen = WorldScreen()
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worldScreen = WorldScreen(gameInfo.currentPlayerCiv)
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setWorldScreen()
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}
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@ -76,7 +77,7 @@ class UnCivGame(val version: String) : Game() {
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return create()
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if(::worldScreen.isInitialized) worldScreen.dispose() // I hope this will solve some of the many OuOfMemory exceptions...
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worldScreen = WorldScreen()
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worldScreen = WorldScreen(gameInfo.currentPlayerCiv)
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setWorldScreen()
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}
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@ -4,6 +4,7 @@ import com.badlogic.gdx.math.Vector2
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import java.util.*
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import kotlin.math.abs
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import kotlin.math.max
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import kotlin.math.sqrt
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class HexMath {
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@ -24,8 +25,8 @@ class HexMath {
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fun hex2WorldCoords(hexCoord: Vector2): Vector2 {
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// Distance between cells = 2* normal of triangle = 2* (sqrt(3)/2) = sqrt(3)
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val xVector = getVectorByClockHour(10).scl(Math.sqrt(3.0).toFloat())
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val yVector = getVectorByClockHour(2).scl(Math.sqrt(3.0).toFloat())
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val xVector = getVectorByClockHour(10).scl(sqrt(3.0).toFloat())
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val yVector = getVectorByClockHour(2).scl(sqrt(3.0).toFloat())
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return xVector.scl(hexCoord.x).add(yVector.scl(hexCoord.y))
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}
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@ -16,13 +16,19 @@ import com.unciv.models.stats.Stats
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class CityStats {
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@Transient var baseStatList = LinkedHashMap<String, Stats>()
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@Transient var statPercentBonusList = LinkedHashMap<String, Stats>()
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@Transient var happinessList = LinkedHashMap<String, Float>()
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@Transient var foodEaten=0f
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@Transient
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var baseStatList = LinkedHashMap<String, Stats>()
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@Transient
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var statPercentBonusList = LinkedHashMap<String, Stats>()
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@Transient
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var happinessList = LinkedHashMap<String, Float>()
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@Transient
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var foodEaten = 0f
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@Transient var currentCityStats: Stats = Stats() // This is so we won't have to calculate this multiple times - takes a lot of time, especially on phones
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@Transient lateinit var cityInfo: CityInfo
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@Transient
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var currentCityStats: Stats = Stats() // This is so we won't have to calculate this multiple times - takes a lot of time, especially on phones
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@Transient
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lateinit var cityInfo: CityInfo
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//region pure fuctions
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private fun getStatsFromTiles(): Stats {
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@ -38,7 +44,7 @@ class CityStats {
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if (!cityInfo.isCapital() && cityInfo.isConnectedToCapital()) {
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val civInfo = cityInfo.civInfo
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var goldFromTradeRoute = civInfo.getCapital().population.population * 0.15 + cityInfo.population.population * 1.1 - 1 // Calculated by http://civilization.wikia.com/wiki/Trade_route_(Civ5)
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if(civInfo.getNation().unique=="+1 Gold from each Trade Route, Oil resources provide double quantity") goldFromTradeRoute += 1
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if (civInfo.getNation().unique == "+1 Gold from each Trade Route, Oil resources provide double quantity") goldFromTradeRoute += 1
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if (civInfo.policies.isAdopted("Trade Unions")) goldFromTradeRoute += 2
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if (civInfo.containsBuildingUnique("Gold from all trade routes +25%")) goldFromTradeRoute *= 1.25 // Machu Pichu speciality
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stats.gold += goldFromTradeRoute.toFloat()
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@ -116,7 +122,7 @@ class CityStats {
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val stats = Stats()
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val civUnique = cityInfo.civInfo.getNation().unique
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if(civUnique == "+2 Culture per turn from cities before discovering Steam Power")
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if (civUnique == "+2 Culture per turn from cities before discovering Steam Power")
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stats.culture += 2
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return stats
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@ -141,15 +147,15 @@ class CityStats {
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val civUnique = cityInfo.civInfo.getNation().unique
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val currentConstruction = cityInfo.cityConstructions.getCurrentConstruction()
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if(civUnique=="+25% Production towards any buildings that already exist in the Capital"
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&& currentConstruction is Building
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&& cityInfo.civInfo.getCapital().cityConstructions.builtBuildings
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if (civUnique == "+25% Production towards any buildings that already exist in the Capital"
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&& currentConstruction is Building
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&& cityInfo.civInfo.getCapital().cityConstructions.builtBuildings
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.contains(currentConstruction.name))
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stats.production+=25f
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stats.production += 25f
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if(civUnique=="+20% production towards Wonder construction"
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&& currentConstruction is Building && currentConstruction.isWonder)
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stats.production+=20
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if (civUnique == "+20% production towards Wonder construction"
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&& currentConstruction is Building && currentConstruction.isWonder)
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stats.production += 20
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return stats
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}
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@ -167,18 +173,18 @@ class CityStats {
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// needs to be a separate function because we need to know the global happiness state
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// in order to determine how much food is produced in a city!
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// -3 happiness per city
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fun updateCityHappiness(){
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fun updateCityHappiness() {
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val civInfo = cityInfo.civInfo
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val newHappinessList = LinkedHashMap<String,Float>()
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val newHappinessList = LinkedHashMap<String, Float>()
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var unhappinessModifier = civInfo.getDifficulty().unhappinessModifier
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if(!civInfo.isPlayerCivilization())
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if (!civInfo.isPlayerCivilization())
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unhappinessModifier *= civInfo.gameInfo.getDifficulty().aiUnhappinessModifier
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var unhappinessFromCity=-3f
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if (civInfo.getNation().unique=="Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.")
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unhappinessFromCity*=2f//doubled for the Indian
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newHappinessList ["Cities"] = unhappinessFromCity * unhappinessModifier
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var unhappinessFromCity = -3f
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if (civInfo.getNation().unique == "Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.")
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unhappinessFromCity *= 2f//doubled for the Indian
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newHappinessList["Cities"] = unhappinessFromCity * unhappinessModifier
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var unhappinessFromCitizens = cityInfo.population.population.toFloat()
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if (civInfo.policies.isAdopted("Democracy"))
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@ -187,7 +193,7 @@ class CityStats {
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unhappinessFromCitizens *= 0.9f
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if (civInfo.policies.isAdopted("Meritocracy"))
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unhappinessFromCitizens *= 0.95f
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if (civInfo.getNation().unique=="Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.")
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if (civInfo.getNation().unique == "Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.")
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unhappinessFromCitizens *= 0.5f //halved for the Indian
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newHappinessList["Population"] = -unhappinessFromCitizens * unhappinessModifier
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@ -199,38 +205,38 @@ class CityStats {
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happinessFromPolicies += (cityInfo.population.population / 2).toFloat()
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if (civInfo.policies.isAdopted("Meritocracy") && cityInfo.isConnectedToCapital())
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happinessFromPolicies += 1f
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if(civInfo.policies.isAdopted("Military Caste") && cityInfo.getCenterTile().militaryUnit!=null)
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happinessFromPolicies+=1
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if (civInfo.policies.isAdopted("Military Caste") && cityInfo.getCenterTile().militaryUnit != null)
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happinessFromPolicies += 1
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newHappinessList ["Policies"] = happinessFromPolicies
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newHappinessList["Policies"] = happinessFromPolicies
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val happinessFromBuildings = cityInfo.cityConstructions.getStats().happiness.toInt().toFloat()
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newHappinessList ["Buildings"] = happinessFromBuildings
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newHappinessList["Buildings"] = happinessFromBuildings
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if(civInfo.containsBuildingUnique("+1 happiness in each city"))
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if (civInfo.containsBuildingUnique("+1 happiness in each city"))
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newHappinessList["Wonders"] = 1f
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// we don't want to modify the existing happiness list because that leads
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// to concurrency problems if we iterate on it while changing
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happinessList=newHappinessList
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happinessList = newHappinessList
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}
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fun getStatsOfSpecialist(stat:Stat, policies: HashSet<String>): Stats {
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fun getStatsOfSpecialist(stat: Stat, policies: HashSet<String>): Stats {
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val stats = Stats()
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if(stat==Stat.Culture||stat==Stat.Science) stats.add(stat,3f)
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else stats.add(stat,2f) // science and gold specialists
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if (stat == Stat.Culture || stat == Stat.Science) stats.add(stat, 3f)
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else stats.add(stat, 2f) // science and gold specialists
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if (policies.contains("Commerce Complete")) stats.gold += 1
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if (policies.contains("Secularism")) stats.science += 2
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if(cityInfo.containsBuildingUnique("+1 Production from specialists"))
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if (cityInfo.containsBuildingUnique("+1 Production from specialists"))
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stats.production += 1
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return stats
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}
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private fun getStatsFromSpecialists(specialists: Stats, policies: HashSet<String>): Stats {
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val stats = Stats()
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for(entry in specialists.toHashMap().filter { it.value>0 })
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stats.add(getStatsOfSpecialist(entry.key,policies)*entry.value)
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for (entry in specialists.toHashMap().filter { it.value > 0 })
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stats.add(getStatsOfSpecialist(entry.key, policies) * entry.value)
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return stats
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}
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@ -248,7 +254,7 @@ class CityStats {
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stats.culture += 1f
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if (adoptedPolicies.contains("Republic"))
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stats.production += 1f
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if(adoptedPolicies.contains("Military Caste") && cityInfo.getCenterTile().militaryUnit!=null)
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if (adoptedPolicies.contains("Military Caste") && cityInfo.getCenterTile().militaryUnit != null)
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stats.culture += 2
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if (adoptedPolicies.contains("Universal Suffrage"))
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stats.production += (cityInfo.population.population / 5).toFloat()
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@ -272,15 +278,15 @@ class CityStats {
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if (cityInfo.civInfo.containsBuildingUnique("Culture in all cities increased by 25%")) stats.culture += 25f
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val currentConstruction = cityInfo.cityConstructions.getCurrentConstruction()
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if(currentConstruction is Building && currentConstruction.uniques.contains("Spaceship part")){
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if(cityInfo.civInfo.containsBuildingUnique("Increases production of spaceship parts by 25%"))
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if (currentConstruction is Building && currentConstruction.uniques.contains("Spaceship part")) {
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if (cityInfo.civInfo.containsBuildingUnique("Increases production of spaceship parts by 25%"))
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stats.production += 25
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if(cityInfo.containsBuildingUnique("Increases production of spaceship parts by 50%"))
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if (cityInfo.containsBuildingUnique("Increases production of spaceship parts by 50%"))
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stats.production += 50
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}
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if(currentConstruction is BaseUnit && currentConstruction.unitType==UnitType.Mounted
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&& cityInfo.containsBuildingUnique("+15% Production when building Mounted Units in this city"))
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if (currentConstruction is BaseUnit && currentConstruction.unitType == UnitType.Mounted
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&& cityInfo.containsBuildingUnique("+15% Production when building Mounted Units in this city"))
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stats.production += 15
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return stats
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@ -295,10 +301,10 @@ class CityStats {
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stats.production += 50f
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if (policies.contains("Republic") && currentConstruction is Building)
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stats.production += 5f
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if(policies.contains("Warrior Code") && currentConstruction is BaseUnit && currentConstruction.unitType.isMelee())
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if (policies.contains("Warrior Code") && currentConstruction is BaseUnit && currentConstruction.unitType.isMelee())
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stats.production += 20
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if (policies.contains("Piety")
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&& listOf("Monument", "Temple", "Opera House", "Museum", "Broadcast Tower").contains(currentConstruction.name))
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&& listOf("Monument", "Temple", "Opera House", "Museum", "Broadcast Tower").contains(currentConstruction.name))
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stats.production += 15f
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if (policies.contains("Reformation") && cityConstructions.getBuiltBuildings().any { it.isWonder })
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stats.culture += 33f
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@ -306,7 +312,7 @@ class CityStats {
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stats.gold += 25f
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if (policies.contains("Sovereignty") && cityInfo.civInfo.getHappiness() >= 0)
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stats.science += 15f
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if (policies.contains("Total War") && currentConstruction is BaseUnit && !currentConstruction.unitType.isCivilian() )
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if (policies.contains("Total War") && currentConstruction is BaseUnit && !currentConstruction.unitType.isCivilian())
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stats.production += 15f
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if (policies.contains("Aristocracy")
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&& currentConstruction is Building
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@ -319,10 +325,10 @@ class CityStats {
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fun isConnectedToCapital(roadType: RoadStatus): Boolean {
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if (cityInfo.civInfo.cities.count() < 2) return false// first city!
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if(roadType==RoadStatus.Road) return cityInfo.isConnectedToCapital() // this transient is not applicable to connection via railroad.
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if (roadType == RoadStatus.Road) return cityInfo.isConnectedToCapital() // this transient is not applicable to connection via railroad.
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val capitalTile = cityInfo.civInfo.getCapital().getCenterTile()
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val bfs = BFS(capitalTile){it.roadStatus == roadType}
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val bfs = BFS(capitalTile) { it.roadStatus == roadType }
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val cityTile = cityInfo.getCenterTile()
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bfs.stepUntilDestination(cityTile)
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@ -330,12 +336,14 @@ class CityStats {
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}
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//endregion
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fun updateBaseStatList(){
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fun updateBaseStatList() {
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val newBaseStatList = LinkedHashMap<String, Stats>() // we don't edit the existing baseStatList directly, in order to avoid concurrency exceptions
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val civInfo = cityInfo.civInfo
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newBaseStatList["Population"] = Stats().add(Stat.Science, cityInfo.population.population.toFloat())
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.add(Stat.Production, cityInfo.population.getFreePopulation().toFloat())
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newBaseStatList["Population"] = Stats().apply {
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science = cityInfo.population.population.toFloat()
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production = cityInfo.population.getFreePopulation().toFloat()
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}
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newBaseStatList["Tile yields"] = getStatsFromTiles()
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newBaseStatList["Specialists"] = getStatsFromSpecialists(cityInfo.population.specialists, civInfo.policies.adoptedPolicies)
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newBaseStatList["Trade routes"] = getStatsFromTradeRoute()
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@ -347,6 +355,7 @@ class CityStats {
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baseStatList = newBaseStatList
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}
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fun updateStatPercentBonusList(){
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val newStatPercentBonusList = LinkedHashMap<String,Stats>()
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newStatPercentBonusList["Golden Age"]=getStatPercentBonusesFromGoldenAge(cityInfo.civInfo.goldenAges.isGoldenAge())
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@ -308,7 +308,7 @@ class NewGameScreen: PickerScreen(){
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override fun render(delta: Float) {
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if(newGame!=null){
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game.gameInfo=newGame!!
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game.worldScreen = WorldScreen()
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game.worldScreen = WorldScreen(newGame!!.currentPlayerCiv)
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game.setWorldScreen()
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}
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super.render(delta)
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@ -271,14 +271,14 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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val civColor = tileInfo.getOwner()!!.getNation().getColor()
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for (neighbor in tileInfo.neighbors) {
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val neigborOwner = neighbor.getOwner()
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if (neigborOwner == tileOwner && borderImages.containsKey(neighbor)) // the neighbor used to not belong to us, but now it's ours
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val neighborOwner = neighbor.getOwner()
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if (neighborOwner == tileOwner && borderImages.containsKey(neighbor)) // the neighbor used to not belong to us, but now it's ours
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{
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for (image in borderImages[neighbor]!!)
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image.remove()
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borderImages.remove(neighbor)
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}
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if (neigborOwner != tileOwner && !borderImages.containsKey(neighbor)) { // there should be a border here but there isn't
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if (neighborOwner != tileOwner && !borderImages.containsKey(neighbor)) { // there should be a border here but there isn't
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val relativeHexPosition = tileInfo.position.cpy().sub(neighbor.position)
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val relativeWorldPosition = HexMath().hex2WorldCoords(relativeHexPosition)
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@ -16,7 +16,7 @@ class PlayerReadyScreen(currentPlayerCiv: CivilizationInfo) : CameraStageBaseScr
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.setFontColor(currentPlayerCiv.getNation().getSecondaryColor()))
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table.onClick {
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UnCivGame.Current.worldScreen = WorldScreen().apply {
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UnCivGame.Current.worldScreen = WorldScreen(currentPlayerCiv).apply {
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shouldUpdate = true
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}
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UnCivGame.Current.setWorldScreen()
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@ -27,9 +27,8 @@ import com.unciv.ui.worldscreen.bottombar.BattleTable
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import com.unciv.ui.worldscreen.bottombar.WorldScreenBottomBar
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import com.unciv.ui.worldscreen.unit.UnitActionsTable
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class WorldScreen : CameraStageBaseScreen() {
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class WorldScreen(val currentPlayerCiv:CivilizationInfo) : CameraStageBaseScreen() {
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val gameInfo = game.gameInfo
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internal val currentPlayerCiv: CivilizationInfo = gameInfo.getCurrentPlayerCivilization()
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val tileMapHolder: TileMapHolder = TileMapHolder(this, gameInfo.tileMap)
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val minimapWrapper = MinimapHolder(tileMapHolder)
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@ -319,7 +318,7 @@ class WorldScreen : CameraStageBaseScreen() {
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override fun resize(width: Int, height: Int) {
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if (stage.viewport.screenWidth != width || stage.viewport.screenHeight != height) {
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super.resize(width, height)
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game.worldScreen = WorldScreen() // start over.
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game.worldScreen = WorldScreen(currentPlayerCiv) // start over.
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game.setWorldScreen()
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}
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}
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@ -28,7 +28,7 @@ class Language(val language:String){
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}
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}
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class WorldScreenOptionsTable(screen:WorldScreen) : PopupTable(screen){
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class WorldScreenOptionsTable(val worldScreen:WorldScreen) : PopupTable(worldScreen){
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var selectedLanguage: String = "English"
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init {
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@ -142,7 +142,7 @@ class WorldScreenOptionsTable(screen:WorldScreen) : PopupTable(screen){
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override fun changed(event: ChangeEvent?, actor: Actor?) {
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UnCivGame.Current.settings.resolution = resolutionSelectBox.selected
|
||||
UnCivGame.Current.settings.save()
|
||||
UnCivGame.Current.worldScreen = WorldScreen()
|
||||
UnCivGame.Current.worldScreen = WorldScreen(worldScreen.currentPlayerCiv)
|
||||
UnCivGame.Current.setWorldScreen()
|
||||
WorldScreenOptionsTable(UnCivGame.Current.worldScreen)
|
||||
}
|
||||
|
@ -165,7 +165,7 @@ class WorldScreenOptionsTable(screen:WorldScreen) : PopupTable(screen){
|
|||
override fun changed(event: ChangeEvent?, actor: Actor?) {
|
||||
UnCivGame.Current.settings.tileSet = tileSetSelectBox.selected
|
||||
UnCivGame.Current.settings.save()
|
||||
UnCivGame.Current.worldScreen = WorldScreen()
|
||||
UnCivGame.Current.worldScreen = WorldScreen(worldScreen.currentPlayerCiv)
|
||||
UnCivGame.Current.setWorldScreen()
|
||||
WorldScreenOptionsTable(UnCivGame.Current.worldScreen)
|
||||
}
|
||||
|
@ -248,7 +248,7 @@ class WorldScreenOptionsTable(screen:WorldScreen) : PopupTable(screen){
|
|||
|
||||
CameraStageBaseScreen.resetFonts()
|
||||
|
||||
UnCivGame.Current.worldScreen = WorldScreen()
|
||||
UnCivGame.Current.worldScreen = WorldScreen(worldScreen.currentPlayerCiv)
|
||||
UnCivGame.Current.setWorldScreen()
|
||||
WorldScreenOptionsTable(UnCivGame.Current.worldScreen)
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue