Refactor game state management to use a unified Stat system and update UI labels for production and corruption
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@@ -40,7 +40,7 @@ public partial class PopulationVisualizer : Node
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{
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if (_isUpdating) return;
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var currentUnitCount = newState.Followers;
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var currentUnitCount = (long)newState.Get(Stat.Followers);
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var currentMarkersToShow = (int)currentUnitCount / _unitsPerMarker;
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var lastMarkersToShow = (int)_lastKnownUnitCount / _unitsPerMarker;
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@@ -84,8 +84,6 @@ public partial class PopulationVisualizer : Node
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if (i < followersToShow)
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{
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// Note: The 'Follower' script would need a way to know its tier index or resource path
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// to do a perfect comparison. For now, we'll just check for occupancy.
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if (!marker.IsOccupied || _lastKnownTierIndex != newTierIndex)
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{
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if (marker.IsOccupied) marker.RemoveFollower();
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