Hiding resources and improvements in the world screen no loger affects the city screens
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parent
42e6ab1c65
commit
2b2f8affd8
3 changed files with 11 additions and 10 deletions
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@ -20,7 +20,7 @@ class CityTileGroup(private val city: CityInfo, tileInfo: TileInfo) : TileGroup(
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}
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fun update() {
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super.update(true)
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super.update(true,true)
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updatePopulationImage()
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if (improvementImage != null) improvementImage!!.setColor(1f, 1f, 1f, 0.5f)
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@ -107,7 +107,7 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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}
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open fun update(isViewable: Boolean) {
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open fun update(isViewable: Boolean, showResourcesAndImprovements:Boolean) {
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hideCircle()
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if (!tileInfo.tileMap.gameInfo.getPlayerCivilization().exploredTiles.contains(tileInfo.position)
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&& !UnCivGame.Current.viewEntireMapForDebug) {
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@ -119,8 +119,8 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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updateCityImage()
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updateTileColor(isViewable)
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updateResourceImage(isViewable)
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updateImprovementImage(isViewable)
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updateResourceImage(isViewable,showResourcesAndImprovements)
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updateImprovementImage(isViewable,showResourcesAndImprovements)
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civilianUnitImage = newUnitImage(tileInfo.civilianUnit, civilianUnitImage, isViewable, -20f)
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@ -272,13 +272,13 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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}
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}
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private fun updateImprovementImage(viewable: Boolean) {
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private fun updateImprovementImage(viewable: Boolean, showResourcesAndImprovements: Boolean) {
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if (improvementImage != null) {
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improvementImage!!.remove()
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improvementImage = null
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}
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if (tileInfo.improvement != null && UnCivGame.Current.settings.showResourcesAndImprovements) {
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if (tileInfo.improvement != null && showResourcesAndImprovements) {
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improvementImage = ImageGetter.getImprovementIcon(tileInfo.improvement!!)
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addActor(improvementImage)
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improvementImage!!.run {
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@ -293,8 +293,8 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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}
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}
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private fun updateResourceImage(viewable: Boolean) {
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val shouldDisplayResource = UnCivGame.Current.settings.showResourcesAndImprovements
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private fun updateResourceImage(viewable: Boolean, showResourcesAndImprovements: Boolean) {
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val shouldDisplayResource = showResourcesAndImprovements
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&& tileInfo.hasViewableResource(tileInfo.tileMap.gameInfo.getPlayerCivilization())
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if (resourceImage != null && !shouldDisplayResource) {
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@ -39,7 +39,7 @@ class WorldTileGroup(tileInfo: TileInfo) : TileGroup(tileInfo) {
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}
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override fun update(isViewable: Boolean) {
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fun update(isViewable: Boolean) {
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val city = tileInfo.getCity()
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removePopulationIcon()
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@ -51,7 +51,8 @@ class WorldTileGroup(tileInfo: TileInfo) : TileGroup(tileInfo) {
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|| UnCivGame.Current.viewEntireMapForDebug)
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updateCityButton(city, isViewable || UnCivGame.Current.viewEntireMapForDebug) // needs to be before the update so the units will be above the city button
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super.update(isViewable || UnCivGame.Current.viewEntireMapForDebug)
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super.update(isViewable || UnCivGame.Current.viewEntireMapForDebug,
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UnCivGame.Current.settings.showResourcesAndImprovements)
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yieldGroup.isVisible = !UnCivGame.Current.settings.showResourcesAndImprovements
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if(yieldGroup.isVisible)
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