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author George L. Albany <Megacake1234@gmail.com>2023-07-09 02:14:54 +0200
committer GitHub <noreply@github.com>2023-07-09 02:14:54 +0200
commit1d8accc1ca6b30120732c56233e5d74e860de1bb (patch)
tree97c167b06a8b2f2b868107414b5676ccb5fcb53b /game/src/Game/GameSession/MapView.gd
parentd05bff0c40a482a9bb44877fe76b1e0efb2e1a68 (diff)
parent86bee7b44c7cc7adaef8cdf441667a99223dd98a (diff)
Merge pull request #135 from Spartan322/generalize/loading-and-events
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r--game/src/Game/GameSession/MapView.gd10
1 files changed, 5 insertions, 5 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd
index ced8bb7..a2fe6b1 100644
--- a/game/src/Game/GameSession/MapView.gd
+++ b/game/src/Game/GameSession/MapView.gd
@@ -58,7 +58,7 @@ func _ready():
# Shader Material
var map_material := _map_mesh_instance.get_active_material(0)
- if Events.ShaderManager.set_up_shader(map_material, true) != OK:
+ if GameLoader.ShaderManager.set_up_shader(map_material, true) != OK:
push_error("Failed to set up map shader")
return
_map_shader_material = map_material
@@ -70,7 +70,7 @@ func _ready():
# Set map mesh size and get bounds
const pixels_per_terrain_tile : float = 32.0
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor,
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor,
float(GameSingleton.get_height()) / pixels_per_terrain_tile)
var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
_map_mesh_corner = Vector2(
@@ -114,7 +114,7 @@ func zoom_out() -> void:
_zoom_target += _zoom_target_step
func _on_province_selected(index : int) -> void:
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index)
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index)
# REQUIREMENTS
# * SS-31
@@ -218,14 +218,14 @@ func _update_mouse_map_position() -> void:
_mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
if _mouse_over_viewport:
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, hover_index)
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index)
func _on_mouse_entered_viewport():
_mouse_over_viewport = true
func _on_mouse_exited_viewport():
_mouse_over_viewport = false
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, 0)
+ _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, 0)
func _on_minimap_clicked(pos_clicked : Vector2):
pos_clicked *= _map_mesh_dims