diff options
author | Hop311 <Hop3114@gmail.com> | 2024-02-19 21:35:07 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-02-19 21:35:07 +0100 |
commit | 275cfbb62fe69828aeb9968110ad822447322a4e (patch) | |
tree | 15fe433ba9259623e2cb90a0ea7ae6a5c2f364b8 /game/src/Game | |
parent | e4de451ce753dd8786546b9e2c94c579c8dab52e (diff) | |
parent | 1455861632cd50f48f6e8ef8c50004087eff36f1 (diff) |
Merge pull request #202 from OpenVicProject/nation-management-screens
Basic Nation Management Screen framework
Diffstat (limited to 'game/src/Game')
15 files changed, 408 insertions, 9 deletions
diff --git a/game/src/Game/Autoload/Events.gd b/game/src/Game/Autoload/Events.gd index 4f38f61..091a122 100644 --- a/game/src/Game/Autoload/Events.gd +++ b/game/src/Game/Autoload/Events.gd @@ -1,9 +1,11 @@ ## Events are exclusively for the purpose of handling global signals ## This is to reduce "signal bubbling" which is when a signal callback is used to "bubble" the signal callbacks up the scene tree. -## It does such by providing a global interface of signals that are connected to and emitted by that are garunteed to exist. +## It does such by providing a global interface of signals that are connected to and emitted by that are guaranteed to exist. extends Node -var Options: OptionsEventsObject +var Options : OptionsEventsObject +var NationManagementScreens : NationManagementScreensEventsObject func _init() -> void: Options = OptionsEventsObject.new() + NationManagementScreens = NationManagementScreensEventsObject.new() diff --git a/game/src/Game/Autoload/Events/NationManagementScreens.gd b/game/src/Game/Autoload/Events/NationManagementScreens.gd new file mode 100644 index 0000000..4bdca6d --- /dev/null +++ b/game/src/Game/Autoload/Events/NationManagementScreens.gd @@ -0,0 +1,25 @@ +class_name NationManagementScreensEventsObject +extends RefCounted + +signal update_active_nation_management_screen(screen : NationManagement.Screen) + +var _current_screen : NationManagement.Screen = NationManagement.Screen.NONE + +# Set the current nation management screen. This emits an update signal to force +# the argument screen to update, even if it was already the current screen. +# Used by miscellaneous screen opening buttons (e.g. in province overview panel) +# and by the close and toggle functions below. +func open_nation_management_screen(screen : NationManagement.Screen) -> void: + _current_screen = screen + update_active_nation_management_screen.emit(_current_screen) + +# Close the screen if it is already open. Used for screens' close buttons. +func close_nation_management_screen(screen : NationManagement.Screen) -> void: + if screen == _current_screen: + open_nation_management_screen(NationManagement.Screen.NONE) + +# Either switch to the screen or close it if it is already open. Used for topbar's buttons. +func toggle_nation_management_screen(screen : NationManagement.Screen) -> void: + if screen == _current_screen: + screen = NationManagement.Screen.NONE + open_nation_management_screen(screen) diff --git a/game/src/Game/GameSession/GameSession.tscn b/game/src/Game/GameSession/GameSession.tscn index c7a8003..d2fc3a3 100644 --- a/game/src/Game/GameSession/GameSession.tscn +++ b/game/src/Game/GameSession/GameSession.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=10 format=3 uid="uid://bgnupcshe1m7r"] +[gd_scene load_steps=18 format=3 uid="uid://bgnupcshe1m7r"] [ext_resource type="Script" path="res://src/Game/GameSession/GameSession.gd" id="1_eklvp"] [ext_resource type="PackedScene" uid="uid://cvl76duuym1wq" path="res://src/Game/MusicConductor/MusicPlayer.tscn" id="2_kt6aa"] @@ -6,9 +6,17 @@ [ext_resource type="PackedScene" uid="uid://dvdynl6eir40o" path="res://src/Game/GameSession/GameSessionMenu.tscn" id="3_bvmqh"] [ext_resource type="Script" path="res://src/Game/GameSession/Topbar.gd" id="4_2kbih"] [ext_resource type="PackedScene" uid="uid://dkehmdnuxih2r" path="res://src/Game/GameSession/MapView.tscn" id="4_xkg5j"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/ProductionMenu.gd" id="5_16755"] [ext_resource type="Script" path="res://src/Game/GameSession/ProvinceOverviewPanel.gd" id="5_lfv8l"] [ext_resource type="PackedScene" uid="uid://cnbfxjy1m6wja" path="res://src/Game/Menu/OptionMenu/OptionsMenu.tscn" id="6_p5mnx"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/BudgetMenu.gd" id="6_vninv"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd" id="7_r712c"] [ext_resource type="PackedScene" uid="uid://d3g6wbvwflmyk" path="res://src/Game/Menu/SaveLoadMenu/SaveLoadMenu.tscn" id="8_4g7ko"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd" id="8_ppdek"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/PopulationMenu.gd" id="10_laee7"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/TradeMenu.gd" id="10_mv1r6"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd" id="11_fu7ys"] +[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd" id="12_6h6nc"] [node name="GameSession" type="Control" node_paths=PackedStringArray("_game_session_menu")] editor_description = "SS-102, UI-546" @@ -34,6 +42,46 @@ layout_mode = 1 anchors_preset = 15 script = ExtResource("4_2kbih") +[node name="ProductionMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("5_16755") + +[node name="BudgetMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("6_vninv") + +[node name="TechnologyMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("7_r712c") + +[node name="PoliticsMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("8_ppdek") + +[node name="PopulationMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("10_laee7") + +[node name="TradeMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("10_mv1r6") + +[node name="DiplomacyMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("11_fu7ys") + +[node name="MilitaryMenu" type="GUINode" parent="Topbar"] +layout_mode = 1 +anchors_preset = 15 +script = ExtResource("12_6h6nc") + [node name="MapControlPanel" parent="." instance=ExtResource("3_afh6d")] layout_mode = 1 anchors_preset = 3 diff --git a/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd new file mode 100644 index 0000000..7158333 --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.BUDGET + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_budget", "country_budget") + + var close_button : Button = get_button_from_nodepath(^"./country_budget/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd b/game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd new file mode 100644 index 0000000..fb11a31 --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.DIPLOMACY + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_diplomacy", "country_diplomacy") + + var close_button : Button = get_button_from_nodepath(^"./country_diplomacy/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd b/game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd new file mode 100644 index 0000000..f3cc486 --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.MILITARY + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_military", "country_military") + + var close_button : Button = get_button_from_nodepath(^"./country_military/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd new file mode 100644 index 0000000..7237bf5 --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.POLITICS + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_politics", "country_politics") + + var close_button : Button = get_button_from_nodepath(^"./country_politics/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd new file mode 100644 index 0000000..29bd56b --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.POPULATION + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_pops", "country_pop") + + var close_button : Button = get_button_from_nodepath(^"./country_pop/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd b/game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd new file mode 100644 index 0000000..938f8e7 --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.PRODUCTION + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_production", "country_production") + + var close_button : Button = get_button_from_nodepath(^"./country_production/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd b/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd new file mode 100644 index 0000000..a80ed1e --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.TECHNOLOGY + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_technology", "country_technology") + + var close_button : Button = get_button_from_nodepath(^"./country_technology/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd b/game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd new file mode 100644 index 0000000..775f31a --- /dev/null +++ b/game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd @@ -0,0 +1,34 @@ +extends GUINode + +var _active : bool = false + +const _screen : NationManagement.Screen = NationManagement.Screen.TRADE + +func _ready() -> void: + GameSingleton.gamestate_updated.connect(_update_info) + + Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) + + add_gui_element("country_trade", "country_trade") + + var close_button : Button = get_button_from_nodepath(^"./country_trade/close_button") + if close_button: + close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + + _update_info() + +func _notification(what : int) -> void: + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + _active = active_screen == _screen + _update_info() + +func _update_info() -> void: + if _active: + # TODO - update UI state + show() + else: + hide() diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd index 6fe28d7..cb76241 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd @@ -121,7 +121,7 @@ func _ready() -> void: GameSingleton.province_selected.connect(_on_province_selected) GameSingleton.gamestate_updated.connect(_update_info) - if add_gui_element("province_interface.gui", "province_view") != OK: + if add_gui_element("province_interface", "province_view") != OK: push_error("Failed to generate province overview panel!") return @@ -144,7 +144,7 @@ func _ready() -> void: _administrative_percentage_label = get_label_from_nodepath(^"./province_view/province_view_header/admin_efficiency") _owner_percentage_label = get_label_from_nodepath(^"./province_view/province_view_header/owner_presence") _province_modifiers_overlapping_elements_box = get_gui_overlapping_elements_box_from_nodepath(^"./province_view/province_view_header/province_modifiers") - if _province_modifiers_overlapping_elements_box and _province_modifiers_overlapping_elements_box.set_gui_child_element_name("province_interface.gui", "prov_state_modifier") != OK: + if _province_modifiers_overlapping_elements_box and _province_modifiers_overlapping_elements_box.set_gui_child_element_name("province_interface", "prov_state_modifier") != OK: _province_modifiers_overlapping_elements_box = null # hide province modifiers box since we can't do anything with it _terrain_type_texture = get_gfx_icon_texture_from_nodepath(^"./province_view/province_view_header/prov_terrain") _life_rating_bar = get_progress_bar_from_nodepath(^"./province_view/province_view_header/liferating") @@ -168,7 +168,7 @@ func _ready() -> void: _pop_cultures_piechart = get_gfx_pie_chart_texture_from_nodepath(^"./province_view/province_statistics/culture_chart") _supply_limit_label = get_label_from_nodepath(^"./province_view/province_statistics/supply_limit_label") _cores_overlapping_elements_box = get_gui_overlapping_elements_box_from_nodepath(^"./province_view/province_statistics/core_icons") - if _cores_overlapping_elements_box and _cores_overlapping_elements_box.set_gui_child_element_name("province_interface.gui", "province_core") != OK: + if _cores_overlapping_elements_box and _cores_overlapping_elements_box.set_gui_child_element_name("province_interface", "province_core") != OK: _cores_overlapping_elements_box = null # hide cores box since we can't do anything with it _buildings_panel = get_panel_from_nodepath(^"./province_view/province_buildings") @@ -176,7 +176,7 @@ func _ready() -> void: var target_slot_count : int = GameSingleton.get_province_building_count() var slot_y : float = 0.0 for current_slot_count : int in target_slot_count: - var slot := GUINode.generate_gui_element("province_interface.gui", "building", "building_slot_%d" % current_slot_count) + var slot := GUINode.generate_gui_element("province_interface", "building", "building_slot_%d" % current_slot_count) if slot: _buildings_panel.add_child(slot) slot.set_position(Vector2(0.0, slot_y)) diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd index 05eb985..3cfc0e6 100644 --- a/game/src/Game/GameSession/Topbar.gd +++ b/game/src/Game/GameSession/Topbar.gd @@ -1,5 +1,7 @@ extends GUINode +@export var _outliner_guinode : GUINode + var _speed_up_button : Button var _speed_down_button : Button var _speed_indicator_button : Button @@ -7,11 +9,16 @@ var _speed_indicator_texture : GFXIconTexture var _date_label : Label var _country_name_label : Label +# NationManagement.Screen-Button +var _nation_management_buttons : Dictionary +# NationManagement.Screen-GFXIconTexture +var _nation_management_button_textures : Dictionary + func _ready() -> void: GameSingleton.gamestate_updated.connect(_update_info) GameSingleton.clock_state_changed.connect(_update_speed_controls) - add_gui_element("topbar.gui", "topbar") + add_gui_element("topbar", "topbar") hide_nodes([ ^"./topbar/topbar_outlinerbutton_bg", @@ -20,10 +27,12 @@ func _ready() -> void: const player_country : String = "SLV" + # Player country info var player_flag_texture : GFXMaskedFlagTexture = get_gfx_masked_flag_texture_from_nodepath(^"./topbar/player_flag") if player_flag_texture: player_flag_texture.set_flag_country_name(player_country) + # Time controls _speed_up_button = get_button_from_nodepath(^"./topbar/button_speedup") if _speed_up_button: _speed_up_button.pressed.connect(_on_increase_speed_button_pressed) @@ -47,6 +56,31 @@ func _ready() -> void: _speed_indicator_button.pressed.connect(_on_play_pause_button_pressed) _speed_indicator_texture = GUINode.get_gfx_icon_texture_from_node(_speed_indicator_button) + # Nation management screens + const screen_nodepaths : Dictionary = { + NationManagement.Screen.PRODUCTION : ^"./topbar/topbarbutton_production", + NationManagement.Screen.BUDGET : ^"./topbar/topbarbutton_budget", + NationManagement.Screen.TECHNOLOGY : ^"./topbar/topbarbutton_tech", + NationManagement.Screen.POLITICS : ^"./topbar/topbarbutton_politics", + NationManagement.Screen.POPULATION : ^"./topbar/topbarbutton_pops", + NationManagement.Screen.TRADE : ^"./topbar/topbarbutton_trade", + NationManagement.Screen.DIPLOMACY : ^"./topbar/topbarbutton_diplomacy", + NationManagement.Screen.MILITARY : ^"./topbar/topbarbutton_military" + } + for screen in screen_nodepaths: + var button : Button = get_button_from_nodepath(screen_nodepaths[screen]) + if button: + button.pressed.connect( + Events.NationManagementScreens.toggle_nation_management_screen.bind(screen) + ) + var icon : GFXIconTexture = get_gfx_icon_texture_from_node(button) + if icon: + _nation_management_buttons[screen] = button + _nation_management_button_textures[screen] = icon + Events.NationManagementScreens.update_active_nation_management_screen.connect( + _on_update_active_nation_management_screen + ) + _update_info() _update_speed_controls() @@ -92,3 +126,8 @@ func _on_increase_speed_button_pressed() -> void: func _on_decrease_speed_button_pressed() -> void: print("Speed down!") GameSingleton.decrease_speed() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + for screen in _nation_management_buttons: + _nation_management_button_textures[screen].set_icon_index(1 + int(screen == active_screen)) + _nation_management_buttons[screen].queue_redraw() diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd index 7a52846..0aadbb9 100644 --- a/game/src/Game/GameStart.gd +++ b/game/src/Game/GameStart.gd @@ -48,7 +48,7 @@ func _save_setting(file : ConfigFile) -> void: func _setup_compatibility_mode_paths() -> void: # To test mods, set your base path to Victoria II and then pass mods in reverse order with --mod="mod" for each mod. - + var arg_base_path : String = ArgumentParser.get_argument(&"base-path", "") var arg_search_path : String = ArgumentParser.get_argument(&"search-path", "") diff --git a/game/src/Game/GlobalClass/NationManagement.gd b/game/src/Game/GlobalClass/NationManagement.gd new file mode 100644 index 0000000..3b73bde --- /dev/null +++ b/game/src/Game/GlobalClass/NationManagement.gd @@ -0,0 +1,13 @@ +class_name NationManagement + +enum Screen { + NONE, + PRODUCTION, + BUDGET, + TECHNOLOGY, + POLITICS, + POPULATION, + TRADE, + DIPLOMACY, + MILITARY +} |