v2.1.4: adjusted new gold visuals to only appear in mining level for now
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-1
@@ -21,6 +21,7 @@
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package com.shatteredpixel.shatteredpixeldungeon.tiles;
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package com.shatteredpixel.shatteredpixeldungeon.tiles;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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import com.watabou.utils.SparseArray;
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import com.watabou.utils.SparseArray;
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@@ -301,7 +302,9 @@ public class DungeonTileSheet {
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int result;
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int result;
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if (tile == Terrain.BOOKSHELF || below == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
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if (tile == Terrain.BOOKSHELF || below == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
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else if (tile == Terrain.WALL_DECO || below == Terrain.WALL_DECO) result = WALL_INTERNAL_DECO;
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//TODO currently this line on triggers on mining floors, do we want to make it universal?
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else if (Dungeon.branch == 1 &&
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(tile == Terrain.WALL_DECO || below == Terrain.WALL_DECO)) result = WALL_INTERNAL_DECO;
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else result = WALL_INTERNAL;
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else result = WALL_INTERNAL;
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if (!wallStitcheable(right)) result += 1;
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if (!wallStitcheable(right)) result += 1;
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