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Population, resource and improvement images are faded out when a military unit is selected
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parent
2b2f8affd8
commit
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@ -21,8 +21,8 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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protected var terrainFeatureImage: Image? = null
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protected var terrainFeatureImage: Image? = null
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protected var cityImage: Image? = null
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protected var cityImage: Image? = null
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protected var resourceImage: Actor? = null
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var resourceImage: Actor? = null
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protected var improvementImage: Actor? = null
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var improvementImage: Actor? = null
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var populationImage: Image? = null
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var populationImage: Image? = null
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private val roadImages = HashMap<TileInfo, RoadImage>()
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private val roadImages = HashMap<TileInfo, RoadImage>()
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private val borderImages = HashMap<TileInfo, List<Image>>() // map of neighboring tile to border images
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private val borderImages = HashMap<TileInfo, List<Image>>() // map of neighboring tile to border images
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@ -170,6 +170,16 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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tileGroups[tile]!!.showCrosshair()
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tileGroups[tile]!!.showCrosshair()
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}
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}
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}
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}
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val fadeout = if(unit.baseUnit.unitType.isCivilian()) 1f
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else 0.5f
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for(tile in tileGroups.values){
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if(tile.populationImage!=null) tile.populationImage!!.color.a=fadeout
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if(tile.improvementImage!=null) tile.improvementImage!!.color.a=fadeout
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if(tile.resourceImage!=null) tile.resourceImage!!.color.a=fadeout
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}
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}
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}
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else if(overlayActor!=null){
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else if(overlayActor!=null){
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overlayActor!!.remove()
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overlayActor!!.remove()
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