private void UpdateUiAethetics(UiAethetics aethetics)
 {
     Shader.SetGlobalColor("_HoverColor", aethetics.HoverColor);
     Shader.SetGlobalColor("_SelectedColor", aethetics.SelectedColor);
     Shader.SetGlobalColor("_DraggingColor", aethetics.DraggingColor);
     Shader.SetGlobalColor("_ValidDraggedColor", aethetics.ValidDraggedColor);
     Shader.SetGlobalColor("_InvalidDraggedColor", aethetics.InvalidDraggedColor);
     Shader.SetGlobalColor("_TargetableColor", aethetics.TargetableColor);
 }
Esempio n. 2
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 public void UpdateUiState(GameState gameState,
                           MapInteraction mapInteraction,
                           float timeDelta,
                           UiAethetics aethetics,
                           ProvinceNeighborsTable neighbors)
 {
     foreach (TileDisplay tile in TileDisplays)
     {
         tile.UpdateHighlighting(gameState, mapInteraction, aethetics.TransitionSpeed, timeDelta, neighbors);
     }
     _mapUnityObject.UpdateTileStatesBuffer(TileDisplays);
 }
Esempio n. 3
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 internal void Update(UiAethetics aethetics)
 {
     InteractionManager.Update(CurrentState, _provinceNeighbors);
     DisplayManager.DisplayGamestate();
     DisplayManager.UpdateUi(CurrentState, Time.deltaTime, aethetics, _provinceNeighbors);
 }
 internal void UpdateUi(GameState gameState, float timeDelta, UiAethetics aethetics, ProvinceNeighborsTable neighbors)
 {
     UpdateUiAethetics(aethetics);
     Map.UpdateUiState(gameState, _mainManager.InteractionManager.Map, timeDelta, aethetics, neighbors);
     _factions.UpdateUi(gameState);
 }