private void UpdateProvinces(GameTurnTransition transiation, DisplayTimings timings) { foreach (ProvinceDisplay province in _provinces.Values) { province.DisplayProvince(transiation, timings); } }
public void DisplayTurn(GameTurnTransition turn, float progression) { DisplayTimings timings = new DisplayTimings(progression); UpdateTiles(turn, timings); UpdateProvinces(turn, timings); }
private void UpdateTiles(GameTurnTransition turn, DisplayTimings timings) { foreach (TileDisplay tileDisplay in Map.TileDisplays) { tileDisplay.DisplayTile(turn, timings); } }
public void DisplayTile(GameTurnTransition gameTransition, DisplayTimings timings) { DisplayProvinceOwnershipChanges(gameTransition.BeforeEverything, gameTransition.AfterWars, timings.ProvinceOwnershipChanges); DisplayProvinceMergers(gameTransition.BeforeEverything, gameTransition.AfterEverything, timings.ProvinceMergers); }
public void DisplayProvince(GameTurnTransition transition, DisplayTimings timings) { DisplayProvinceUpgrades(transition, timings.ProvinceUpgrades); }