diff options
Diffstat (limited to 'game/src/Game/GameSession/ProvinceOverviewPanel.gd')
-rw-r--r-- | game/src/Game/GameSession/ProvinceOverviewPanel.gd | 8 |
1 files changed, 4 insertions, 4 deletions
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)) |