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https://github.com/yairm210/Unciv.git
synced 2025-07-09 23:39:40 +07:00
Base image tiles on tiles with improvement images are now grayed out when not visible
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android/Images/TileSets/FantasyHex/Units/Battleship.png
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android/Images/TileSets/FantasyHex/Units/Battleship.png
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@ -215,7 +215,7 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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hideCircle()
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if (viewingCiv != null && !showEntireMap
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&& !viewingCiv.exploredTiles.contains(tileInfo.position)) {
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tileBaseImages.firstOrNull()?.color = Color.DARK_GRAY
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for(image in tileBaseImages) image.color = Color.DARK_GRAY
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return
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}
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@ -388,7 +388,7 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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else tileInfo.getBaseTerrain().getColor()
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if (!isViewable) color =color.cpy().lerp(Color.BLACK, 0.6f)
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tileBaseImages.firstOrNull()?.color = color
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for(image in tileBaseImages) image.color = color
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}
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private fun updateTerrainFeatureImage() {
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@ -36,17 +36,6 @@ class WorldTileGroup(internal val worldScreen: WorldScreen, tileInfo: TileInfo,
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updateCityButton(city, tileIsViewable || UnCivGame.Current.viewEntireMapForDebug) // needs to be before the update so the units will be above the city button
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super.update(viewingCiv, UnCivGame.Current.settings.showResourcesAndImprovements)
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// order by z index!
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cityImage?.toFront()
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terrainFeatureOverlayImage?.toFront()
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icons.improvementIcon?.toFront()
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resourceImage?.toFront()
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cityButton?.toFront()
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icons.civilianUnitIcon?.toFront()
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icons.militaryUnitIcon?.toFront()
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fogImage.toFront()
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}
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