Introduce basic budget functionality with user interface support.
The basic features must give the player control over per-unit budgets, visibility into the configuration of budgets, and visibility into budget cycle timing. Budget functionality indirectly provides a way to destroy units (by underfunding unit-level budgets, units will self-destruct at random) and preserve resources (by reducing budget to avoid bankruptcy).
Simulation:
[ ] Use budget configuration from the interface
Interface:
[x] Progress bar
[ ] Text field with read-only state
[x] Vertical layout helper
[x] Horizontal layout helper
[x] Variable button sizing, ex: 9-slicing, potentially using label size to auto-size
Graphics:
[x] Progress bar
[ ] Text field with read-only state
Sound:
[ ] Play a pleasing click or tap when budget +/- buttons are clicked
[ ] Play an informative ding at the beginning of each budget cycle (when the progress bar resets)
Introduce basic budget functionality with user interface support.
The basic features must give the player control over per-unit budgets, visibility into the configuration of budgets, and visibility into budget cycle timing. Budget functionality indirectly provides a way to destroy units (by underfunding unit-level budgets, units will self-destruct at random) and preserve resources (by reducing budget to avoid bankruptcy).
Simulation:
Interface:
Graphics:
Sound: