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More style fixes.
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@ -48,7 +48,7 @@ Actually [here's the full list](#the-required-engine-modules).
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The [/game](https://github.com/Relintai/broken_seals/tree/master/game) folder contains the game's code and assets.
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This is the folder you are supposed to open in the editor.
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The game's folder structure should be mostly self explanatory. Except for a few things:
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The game's folder structure should be (hopefully) mostly self explanatory.
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#### Game Modules
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@ -58,7 +58,7 @@ This system uses the [DataManager](https://github.com/Relintai/broken_seals/blob
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For example this is how the ui initializes itself:
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The player's [body](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) script, requests the instantiated ui from the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton like ` var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE) `. And then the data manager will instance it's player ui scene, and call all module's ` on_request_instance ` methods.
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The player's [body](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) script requests the ui nodes from the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton (likeL ` var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE) `). And then the data manager will instance it's ` player_ui ` scene, and call all module's ` on_request_instance ` methods, while alos passing the newly instanced scene to them.
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These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are actually castable.\
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