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Renaming Global autoload to Globals and moving prefabs into Globals

pull/1/head
Ryan Reed 1 month ago
parent
commit
617474901e
8 changed files with 24 additions and 21 deletions
  1. +0
    -4
      autoloads/global.gd
  2. +9
    -0
      autoloads/globals.gd
  3. +0
    -0
      autoloads/globals.gd.uid
  4. +1
    -1
      project.godot
  5. +1
    -1
      scenes/blocks/block.gd
  6. +2
    -2
      scenes/ui/ui.gd
  7. +1
    -1
      scenes/ui/waila.gd
  8. +10
    -12
      scenes/world/world.gd

+ 0
- 4
autoloads/global.gd View File

@ -1,4 +0,0 @@
extends Node
var enable_waila: bool = true ## Enable `What Am I Looking At` UI
var enable_block_highlight: bool = true

+ 9
- 0
autoloads/globals.gd View File

@ -0,0 +1,9 @@
extends Node
const BLOCK_PREFAB: PackedScene = preload("res://scenes/blocks/block.tscn")
const DROPPED_BLOCK_PREFAB: PackedScene = preload("res://scenes/blocks/dropped_block.tscn")
var enable_waila: bool = true ## Enable `What Am I Looking At` UI
var enable_block_highlight: bool = true

autoloads/global.gd.uid → autoloads/globals.gd.uid View File


+ 1
- 1
project.godot View File

@ -17,7 +17,7 @@ config/icon="res://icon.svg"
[autoload]
Global="*res://autoloads/global.gd"
Globals="*res://autoloads/globals.gd"
EntityManager="*res://autoloads/entity_manager.gd"
InventoryManager="*res://autoloads/inventory_manager.gd"


+ 1
- 1
scenes/blocks/block.gd View File

@ -28,7 +28,7 @@ func get_id() -> String:
return id
func hook() -> void:
if not Global.enable_block_highlight: return
if not Globals.enable_block_highlight: return
highlight_mesh.visible = true


+ 2
- 2
scenes/ui/ui.gd View File

@ -26,10 +26,10 @@ func toggle_options_menu() -> void:
# Options
func _on_block_highlights_toggled(toggled_on: bool) -> void:
Global.enable_block_highlight = toggled_on
Globals.enable_block_highlight = toggled_on
func _on_waila_toggled(toggled_on: bool) -> void:
Global.enable_waila = toggled_on
Globals.enable_waila = toggled_on
# Signals


+ 1
- 1
scenes/ui/waila.gd View File

@ -28,7 +28,7 @@ func get_target() -> Block:
return _target
func hook_target(id: String) -> void:
if not Global.enable_waila: return
if not Globals.enable_waila: return
var item: ItemResource = DBItems.ref.data[id]
name_label.text = item.name + " (" + id + ")"


+ 10
- 12
scenes/world/world.gd View File

@ -2,10 +2,6 @@ class_name World
extends Node3D
const BLOCK_PREFAB: PackedScene = preload("res://scenes/blocks/block.tscn")
const DROPPED_BLOCK_PREFAB: PackedScene = preload("res://scenes/blocks/dropped_block.tscn")
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
EntityManager.create_block.connect(create_block.bind())
@ -13,24 +9,26 @@ func _ready() -> void:
_initialize_ground()
create_block("001", Vector3(2, 1, 2))
create_block("002", Vector3(2, 1, 1))
create_block("003", Vector3(1, 1, 2))
create_block("004", Vector3(1, 2, 2))
create_block("003", Vector3(-2, 3, 2))
create_block("001", Vector3(0, 1, -3))
create_block("002", Vector3(1, 1, -3))
create_block("003", Vector3(2, 1, -3))
create_block("004", Vector3(3, 1, -3))
create_dropped_block("003", Vector3(0, 2, -2))
create_dropped_block("001", Vector3(0, 1, -2))
create_dropped_block("002", Vector3(1, 1, -2))
create_dropped_block("003", Vector3(2, 1, -2))
create_dropped_block("004", Vector3(3, 1, -2))
func create_block(id: String, block_position: Vector3) -> void:
var block: Block = BLOCK_PREFAB.instantiate()
var block: Block = Globals.BLOCK_PREFAB.instantiate()
block.position = block_position
block.set_id(id)
add_child(block)
func create_dropped_block(id: String, block_position: Vector3) -> void:
var block: DroppedBlock = DROPPED_BLOCK_PREFAB.instantiate()
var block: DroppedBlock = Globals.DROPPED_BLOCK_PREFAB.instantiate()
add_child(block)
block.initialize(id, block_position)


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