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); }
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); }
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); }