/// <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); }
/// <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(); }