Exemple #1
0
    private void ColourContries()
    {
        Debug.Log("Color Countries ___________________________________________________________________________________________________________________");

        foreach (assemblyCsharp.Province prov in State.getProvinces().Values)
        {
            int provIndex = prov.getIndex();
            WorldMapStrategyKit.Province mapProv = map.provinces[provIndex];
            int countryIndex = mapProv.countryIndex;
            int nationIndex  = prov.getOwnerIndex();
            if (countryIndex != nationIndex)
            {
                Debug.Log("Reassign Nation");
                mapProv.countryIndex = nationIndex;
                Region  provRegion      = mapProv.mainRegion;
                Country newOwnerCountry = map.countries[nationIndex];
                map.CountryTransferProvinceRegion(countryIndex, provRegion, true);
            }
        }
        for (int k = 0; k < map.countries.Length; k++)
        {
            Color color = new Color(UnityEngine.Random.Range(0.0f, 0.65f),
                                    UnityEngine.Random.Range(0.0f, 0.65f), UnityEngine.Random.Range(0.0f, 0.65f));
            Nation nation = State.getNations()[k];
            // Debug.Log(nation.getName());
            nation.setColor(color);
            map.ToggleCountrySurface(k, true, color);
        }
    }
Exemple #2
0
        public void TransferControlOfProvince(ProvinceIdentifier id, GameCountry newCountry)
        {
            Debug.Assert(id != null);
            Debug.Assert(newCountry != null);
            Debug.Log("Transferring control of province  : " + id.Province);
            var province        = _map.GetProvince(id.Province, id.Nation);
            var newCountryIndex = _map.GetCountryIndex(_map.GetCountry(newCountry.Name));

            _map.CountryTransferProvinceRegion(newCountryIndex, province.mainRegion);
            //_map.ToggleCountryMainRegionSurface(newCountryIndex,true, _flagProvider.getFlag(newCountry.Flag));
            //TODO: This graphical effect appears to be buggy.
        }