Split arena quick-info chips and tint commander damage by attacker - #7
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Parameterize PlayerCellQuickInfo with a QuickInfoGroup so commander-damage chips can be pinned to the top-left of the cell and counters, statuses and casts to the top-right, instead of all chips sharing one side.
Route commander-damage chips through a builder that resolves the attacking commander's theme and wraps each pill in it, so the chip takes that commander's primaryContainer with a legible onPrimaryContainer foreground.
On a commander card id change, fall back to the new card's color-identity seed right away instead of keeping the previous commander's color until the artwork-derived scheme finishes computing asynchronously. Keeps commander- tinted UI (info pills, cell backgrounds, partner borders) in sync when a commander is changed.
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Commander-damage chips now sit on the top-left of an
ArenaPlayerCellwhile counters, statuses and commander casts sit on the top-right, instead of all chips sharing one side. Each commander-damage pill is also tinted with the color of the commander that dealt the damage.Chip layout:
Commander-damage color:
primaryContainerbackground with a legibleonPrimaryContainerforeground — the same artwork-derived theme used for the cell's background and borders.Implementation:
QuickInfoGrouptoPlayerCellQuickInfoso the two groups render and pin to opposite sides, and placed two instances inPlayerCellBasicBody._CommanderDamageChip, which resolves the attacker's theme viaPlayerCardsAndThemesBuilderand wraps each pill in it.