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Resolved #10474 - Add/remove attack images on the tile, even if the attacked unit has meanwhile been killed
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@ -9,7 +9,6 @@ import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.actions.Actions
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import com.badlogic.gdx.scenes.scene2d.actions.Actions
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import com.badlogic.gdx.scenes.scene2d.actions.FloatAction
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import com.badlogic.gdx.scenes.scene2d.actions.FloatAction
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import com.badlogic.gdx.scenes.scene2d.actions.RelativeTemporalAction
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import com.badlogic.gdx.scenes.scene2d.actions.RelativeTemporalAction
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import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction
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import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
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import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction
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import com.badlogic.gdx.scenes.scene2d.actions.TemporalAction
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import com.badlogic.gdx.scenes.scene2d.actions.TemporalAction
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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@ -85,8 +84,10 @@ object BattleTableHelpers {
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var i = 1
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var i = 1
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while (ImageGetter.imageExists(attackAnimationLocation + i)) {
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while (ImageGetter.imageExists(attackAnimationLocation + i)) {
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val image = ImageGetter.getImage(attackAnimationLocation + i)
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val image = ImageGetter.getImage(attackAnimationLocation + i)
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val defenderParentGroup = defenderActors.first().parent
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addAction(Actions.run {
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addAction(Actions.run {
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defenderActors.first().parent.addActor(image)
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defenderParentGroup.addActor(image)
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})
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})
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addAction(Actions.delay(attackAnimationFrameDuration))
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addAction(Actions.delay(attackAnimationFrameDuration))
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addAction(Actions.removeActor(image))
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addAction(Actions.removeActor(image))
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