/// <summary>
        /// Updates the dialog to reflect the current <see cref="MapView.SelectedSite"/>.</summary>
        /// <param name="updateRegion">
        /// <c>true</c> to first recalculate the <see cref="MapView.SelectedRegion"/> to reflect the
        /// combined attack range of all selected units; <c>false</c> to leave the
        /// <b>SelectedRegion</b> unchanged.</param>
        /// <remarks>
        /// <b>ShowSelection</b> updates the arrows shown in the hosted <see cref="MapView"/>, and
        /// the data shown in the "Projected Losses" message.</remarks>

        private void ShowSelection(bool updateRegion)
        {
            // update selected region if requested
            if (updateRegion)
            {
                this._mapView.SelectedRegion = GetAttackRegion();
            }

            PointI target = this._mapView.SelectedSite;

            GameUtility.DrawAttackArrows(this._mapView, this._selected, target, true);
            ShowLosses(target);
        }
Exemple #2
0
        /// <summary>
        /// Updates the dialog to reflect the current unit selection.</summary>
        /// <remarks>
        /// <b>ShowSelection</b> updates the arrows shown in the hosted <see cref="MapView"/>, and
        /// the data shown in the "Projected Losses" message.</remarks>

        private void ShowSelection()
        {
            GameUtility.DrawAttackArrows(this._mapView, this._selected, this._target, true);
            ShowLosses();
        }