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UI: Fade in newly-explored tiles
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b587bfa591
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@ -2,6 +2,7 @@ package com.unciv.ui.components.tilegroups
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import com.badlogic.gdx.graphics.g2d.Batch
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import com.badlogic.gdx.graphics.g2d.Batch
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import com.badlogic.gdx.scenes.scene2d.Group
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import com.badlogic.gdx.scenes.scene2d.Group
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import com.badlogic.gdx.scenes.scene2d.actions.Actions
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import com.unciv.logic.civilization.Civilization
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import com.unciv.logic.civilization.Civilization
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import com.unciv.logic.map.tile.Tile
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import com.unciv.logic.map.tile.Tile
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import com.unciv.models.ruleset.unique.LocalUniqueCache
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import com.unciv.models.ruleset.unique.LocalUniqueCache
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@ -104,6 +105,8 @@ open class TileGroup(
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layerOverlay.hideCrosshair()
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layerOverlay.hideCrosshair()
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layerOverlay.hideGoodCityLocationIndicator()
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layerOverlay.hideGoodCityLocationIndicator()
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val wasPreviouslyVisible = layerTerrain.isVisible
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// Show all layers by default
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// Show all layers by default
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setAllLayersVisible(true)
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setAllLayersVisible(true)
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@ -127,6 +130,14 @@ open class TileGroup(
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layerUnitArt.update(viewingCiv, localUniqueCache)
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layerUnitArt.update(viewingCiv, localUniqueCache)
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layerUnitFlag.update(viewingCiv, localUniqueCache)
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layerUnitFlag.update(viewingCiv, localUniqueCache)
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layerCityButton.update(viewingCiv, localUniqueCache)
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layerCityButton.update(viewingCiv, localUniqueCache)
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if (!wasPreviouslyVisible){ // newly revealed tile!
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layerTerrain.parent.addAction(
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Actions.sequence(
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Actions.targeting(layerTerrain, Actions.alpha(0f)),
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Actions.targeting(layerTerrain, Actions.fadeIn(0.5f)),
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))
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}
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}
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}
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private fun removeMissingModReferences() {
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private fun removeMissingModReferences() {
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