Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base, editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and every reference follows. Engine UI prefabs (dialog, answers, message, game menu, inventory, map, skills) and their panel entries moved out of the story mod into the subsystem mods; the card_novel and vn_starter_novel collections are removed.
This commit is contained in:
1 parent
70ff37d127
commit
9ecbbb4056
7 files changed
+130
-8
No files matched your search
@@ -0,0 +1,18 @@
|
||||
[gd_scene format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://mods/ui_base/src/Messages/UiMessage.cs" id="1_msg"]
|
||||
|
||||
[node name="Message" type="Control" node_paths=PackedStringArray("textField")]
|
||||
layout_mode = 3
|
||||
anchors_preset = 0
|
||||
script = ExtResource("1_msg")
|
||||
textField = NodePath("Label")
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
layout_mode = 0
|
||||
offset_left = 0.0
|
||||
offset_top = 0.0
|
||||
offset_right = 0.0
|
||||
offset_bottom = 0.0
|
||||
theme_override_colors/font_color = Color(0.909804, 0.898039, 0.870588, 1)
|
||||
text = ""
|
||||
Reference in new issue
Block a user