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path: root/game/src/Game/GameSession/ProvinceOverviewPanel.gd
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Diffstat (limited to 'game/src/Game/GameSession/ProvinceOverviewPanel.gd')
-rw-r--r--game/src/Game/GameSession/ProvinceOverviewPanel.gd8
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))