public void OnPointerEnter(PointerEventData eventData) { // Depending on the action we may want to highlight the city or not PlayerAction action = GameRenderer.GetAction(); if (action == PlayerAction.SettleNewCity) // Highlight only empty areas that are close to a city of ours // FIXME { } else if (action == PlayerAction.Denuclearize) // Highlight only if city not empty and readioactive and ours, or any empty radioactive spot // FIXME { } else if (action == PlayerAction.BuildCityImprovements) // Highlight only if the city is ours and the improvement (if selected) is not yet in the city. On click select the city for the improvement { if ((vals.status != CityStatus.Owned && vals.status != CityStatus.Radioactive) || vals.owner != GD.localPlayerIndex) { return; } areWeOver = true; SetSprite(); } else // Action not selected: highlight, on click base details. More info only if we have intelligence { areWeOver = true; SetSprite(); } }