Idle units are much more visible on the map
Technically, nstead of fading out the entire unit with its background, we just fade out its central icon, that way it remains much more visible on the map
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3084a5bc33
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b038e926a4
3 changed files with 8 additions and 5 deletions
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@ -451,7 +451,10 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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newImage.center(this)
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newImage.y += yFromCenter
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if (!unit.isIdle() && unit.civInfo.isPlayerCivilization()) newImage.color.a = 0.5f
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// Instead of fading out the entire unit with its background, we just fade out its central icon,
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// that way it remains much more visible on the map
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if (!unit.isIdle() && unit.civInfo.isPlayerCivilization())
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newImage.unitBaseImage.color.a = 0.5f
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}
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return newImage
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}
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@ -9,10 +9,10 @@ import com.unciv.logic.map.MapUnit
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class UnitGroup(val unit: MapUnit, val size: Float): Group() {
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var blackSpinningCircle:Image?=null
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val unitBaseImage = ImageGetter.getUnitIcon(unit.name, unit.civInfo.nation.getInnerColor())
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.apply { setSize(size * 0.75f, size * 0.75f) }
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init {
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val unitBaseImage = ImageGetter.getUnitIcon(unit.name, unit.civInfo.nation.getInnerColor())
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.apply { setSize(size * 0.75f, size * 0.75f) }
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val background = getBackgroundImageForUnit(unit)
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background.apply {
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@ -253,8 +253,8 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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val buttonPic = Table()
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buttonPic.background = ImageGetter.getDrawable("OtherIcons/civTableBackground")
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.tint(colorFromRGB(7, 46, 43))
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buttonPic.defaults().pad(10f)
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buttonPic.add("{Pick a tech}!".toLabel().setFontColor(Color.WHITE).setFontSize(22))
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buttonPic.defaults().pad(20f)
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buttonPic.add("{Pick a tech}!".toLabel().setFontColor(Color.WHITE).setFontSize(24))
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techButtonHolder.add(buttonPic)
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}
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else {
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