Resolved #12188 - WLTK + continuous rendering no longer cause city tiles to be dimmed

This commit is contained in:
yairm210
2024-09-15 18:00:00 +03:00
parent affe919378
commit d6d55c0142

View File

@ -276,7 +276,7 @@ class CityScreen(
tileGroup.layerMisc.addHexOutline(first.cpy().apply { this.a = second }) } tileGroup.layerMisc.addHexOutline(first.cpy().apply { this.a = second }) }
} }
if (fireworks == null || tileGroup.tile.position != city.location) continue if (fireworks != null && tileGroup.tile.position == city.location)
fireworks.setActorBounds(tileGroup) fireworks.setActorBounds(tileGroup)
} }
} }
@ -340,7 +340,7 @@ class CityScreen(
val tileSetStrings = TileSetStrings(city.civ.gameInfo.ruleset, game.settings) val tileSetStrings = TileSetStrings(city.civ.gameInfo.ruleset, game.settings)
val cityTileGroups = city.getCenterTile().getTilesInDistance(viewRange) val cityTileGroups = city.getCenterTile().getTilesInDistance(viewRange)
.filter { selectedCiv.hasExplored(it) } .filter { selectedCiv.hasExplored(it) }
.map { CityTileGroup(city, it, tileSetStrings, fireworks != null) } .map { CityTileGroup(city, it, tileSetStrings, false) }
for (tileGroup in cityTileGroups) { for (tileGroup in cityTileGroups) {
tileGroup.onClick { tileGroupOnClick(tileGroup, city) } tileGroup.onClick { tileGroupOnClick(tileGroup, city) }