Fix Shardok touch overlays and arm troops pointer layout

This commit is contained in:
2026-06-25 06:56:44 -07:00
parent 0b9ebb04c8
commit ea7695f48a
3 changed files with 19 additions and 10 deletions
@@ -1863,7 +1863,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 217.5914, y: -8}
m_AnchoredPosition: {x: 330, y: -8}
m_SizeDelta: {x: 173.1829, y: 202}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &5247279438940124088
@@ -2369,8 +2369,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: -96.5, y: 0}
m_SizeDelta: {x: 430, y: -20}
m_AnchoredPosition: {x: -150, y: 0}
m_SizeDelta: {x: 560, y: -20}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &531306430670215360
MonoBehaviour:
@@ -124,9 +124,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinWidth: 540
m_MinHeight: -1
m_PreferredWidth: -1
m_PreferredWidth: 540
m_PreferredHeight: -1
m_FlexibleWidth: -1
m_FlexibleHeight: 1
@@ -633,9 +633,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: 207
m_MinWidth: 320
m_MinHeight: -1
m_PreferredWidth: 207
m_PreferredWidth: 320
m_PreferredHeight: -1
m_FlexibleWidth: -1
m_FlexibleHeight: -1
@@ -922,9 +922,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: 207
m_MinWidth: 320
m_MinHeight: -1
m_PreferredWidth: 207
m_PreferredWidth: 320
m_PreferredHeight: -1
m_FlexibleWidth: -1
m_FlexibleHeight: -1
@@ -1747,7 +1747,16 @@ namespace Shardok {
SetDisplayedCommandGroup(0);
}
_selectedGridIndex = selectedIndex;
RedrawCommandOverlays(selectedIndex, selectedIndex);
if (Model.GameStatus != null &&
Model.GameStatus.State == GameStatus.Types.State.GameRunning &&
CommandsForSelectedCoords.Any()) {
SelectPreferredCommandGroupForSelectedUnit();
if (_displayedCommandGroup == 0) {
RedrawCommandOverlays(selectedIndex, selectedIndex);
}
} else {
RedrawCommandOverlays(selectedIndex, selectedIndex);
}
// Notify tutorial system of unit selection
TutorialManager.Instance?.TriggerRegistry?.OnUnitSelected(selectedIndex);