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-rw-r--r--game/src/Game/GameSession/MapControlPanel/Minimap.gd4
-rw-r--r--game/src/Game/GameSession/MapView.gd10
-rw-r--r--game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd2
3 files changed, 8 insertions, 8 deletions
diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
index 1f9b75e..be65db5 100644
--- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd
+++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
@@ -12,7 +12,7 @@ var _viewport_points : PackedVector2Array
func _ready():
_minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150
var minimap_material := _minimap_texture.get_material()
- if Events.ShaderManager.set_up_shader(minimap_material, false) != OK:
+ if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK:
push_error("Failed to set up minimap shader")
else:
_minimap_shader = minimap_material
@@ -20,7 +20,7 @@ func _ready():
func _on_province_selected(index : int) -> void:
if _minimap_shader != null:
- _minimap_shader.set_shader_parameter(Events.ShaderManager.param_selected_index, index)
+ _minimap_shader.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index)
# REQUIREMENTS
# * SS-80
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
diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd
index bad093d..758c24b 100644
--- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd
+++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd
@@ -107,7 +107,7 @@ func _update_info() -> void:
_life_rating_bar.value = _province_info.get(GameSingleton.get_province_info_life_rating_key(), 0)
_life_rating_bar.tooltip_text = tr("LIFE_RATING_TOOLTIP").format({
- "life_rating": Events.Localisation.tr_number(_life_rating_bar.value)
+ "life_rating": Localisation.tr_number(_life_rating_bar.value)
})
_rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(),