Add a tile count, but only when a specific tile is needed more than once to make it/them stand outand:
Core 7 Core 10 Core 18 Core 22 x 3 Core 25 x 2
Core 26 x 2 Core 32 Core 35 Core 36 x 2 Core 38
I believe this is done in the TileInfoPopup.cs and can be done with the following code:
//sort tiles by number
tiles = tiles.OrderBy(x => int.Parse(x.Split(' ')[1])).ToArray();
// Group tiles by name
var groupedTiles = tiles.GroupBy(x => x);
foreach (var group in groupedTiles)
{
GameObject go = new GameObject("content item");
go.layer = 5;
go.transform.SetParent(container);
go.transform.localPosition = Vector2.zero;
go.transform.localScale = Vector3.one;
go.transform.localEulerAngles = Vector3.zero;
TextMeshProUGUI nt = go.AddComponent<TextMeshProUGUI>();
nt.color = Color.white;
nt.fontSize = 25;
nt.alignment = TextAlignmentOptions.Center;
nt.horizontalAlignment = HorizontalAlignmentOptions.Left;
// Display a count when more than one tile is needed
if (group.Count() > 1)
{
nt.text = $"{group.Key} x {group.Count()}";
}
else
{
nt.text = group.Key;
}
}
My feature request is simply to add a count when a tile is needed more than once i the mission setup to make it easier to read.
This will:
The tile examples below are not from a specific setup and may not be the correct number of tiles, they are used as an example.
Instead of showing the tiles as they are displayed now.
Add a tile count, but only when a specific tile is needed more than once to make it/them stand outand:
I believe this is done in the TileInfoPopup.cs and can be done with the following code: