🚚 Rename project
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.idea/.idea.CodingLand/.idea/workspace.xml
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157
.idea/.idea.CodingLand/.idea/workspace.xml
Normal file
@ -0,0 +1,157 @@
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"settings.editor.selected.configurable": "editor.preferences.fonts.default",
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"vue.rearranger.settings.migration": "true"
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"keyToStringList": {
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<task id="LOCAL-00001" summary=":sparkles: Usable multiplayer">
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@ -1,6 +1,6 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CodingLand", "CodingLand.csproj", "{34C1D1E1-B85A-4557-8214-332509D2F647}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AceField", "AceField.csproj", "{34C1D1E1-B85A-4557-8214-332509D2F647}"
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EndProject
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Global
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@ -1,10 +1,9 @@
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[gd_scene load_steps=6 format=3 uid="uid://bjhmjrldq4lkt"]
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[gd_scene load_steps=5 format=3 uid="uid://bjhmjrldq4lkt"]
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[ext_resource type="PackedScene" uid="uid://b3gx0bl43lku3" path="res://Scenes/Player.tscn" id="1_vby0g"]
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[ext_resource type="PackedScene" uid="uid://bvll23f5ibd4v" path="res://Scenes/UI/StartScreen.tscn" id="2_7o53i"]
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[ext_resource type="Script" path="res://Scripts/Launcher.cs" id="2_u5cms"]
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[ext_resource type="Script" path="res://Scripts/Logic/World.cs" id="3_xwguj"]
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[ext_resource type="Script" path="res://Scripts/TilesManager.cs" id="5_5wdx5"]
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[node name="Node" type="Node"]
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@ -19,13 +18,6 @@ World = NodePath("../World")
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script = ExtResource("3_xwguj")
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PlayerScene = ExtResource("1_vby0g")
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[node name="TilesSpawner" type="MultiplayerSpawner" parent="World"]
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_spawnable_scenes = PackedStringArray("res://Scenes/Tiles/Brick.tscn")
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spawn_path = NodePath("../Tiles")
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[node name="Tiles" type="Node2D" parent="World"]
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script = ExtResource("5_5wdx5")
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[node name="PlayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://Scenes/Player.tscn")
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spawn_path = NodePath("../World")
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@ -1,24 +0,0 @@
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[gd_scene load_steps=4 format=3 uid="uid://nj0k4l4mgq6"]
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[ext_resource type="Texture2D" uid="uid://c2qpm7mcrvq57" path="res://Sprites/Brick.png" id="1_fms8g"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_saayk"]
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size = Vector2(51.2, 51.2)
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_fbc2m"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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[node name="Brick" type="StaticBody2D"]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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position = Vector2(2.08165e-12, 2.08165e-12)
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scale = Vector2(0.05, 0.05)
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texture = ExtResource("1_fms8g")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_saayk")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_fbc2m")
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@ -1,7 +1,7 @@
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using CodingLand.Scripts.Logic;
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using AceField.Scripts.Logic;
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using Godot;
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namespace CodingLand.Scripts;
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namespace AceField.Scripts;
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public partial class Launcher : Node
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{
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@ -1,44 +1,36 @@
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using Godot;
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namespace CodingLand.Scripts.Logic;
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namespace AceField.Scripts.Logic;
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public partial class PlayerInput : MultiplayerSynchronizer
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{
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[Export] public bool IsDashing;
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[Export] public bool IsDashing;
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[Export] public Vector2 BuildingAt;
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[Export] public Vector2 MovementDirection;
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[Export] public Vector2 MovementDirection;
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private bool IsCurrentPlayer => GetMultiplayerAuthority() == Multiplayer.GetUniqueId();
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private bool IsCurrentPlayer => GetMultiplayerAuthority() == Multiplayer.GetUniqueId();
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public override void _Ready()
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{
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if (IsCurrentPlayer) return;
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SetProcess(false);
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SetPhysicsProcess(false);
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}
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public override void _Ready()
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{
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if (IsCurrentPlayer) return;
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SetProcess(false);
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SetPhysicsProcess(false);
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}
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[Rpc(CallLocal = true)]
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private void Dash()
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=> IsDashing = true;
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[Rpc(CallLocal = true)]
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private void Dash()
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=> IsDashing = true;
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public override void _Process(double delta)
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{
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MovementDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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[Rpc(CallLocal = true)]
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private void Build(Vector2 pos)
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=> BuildingAt = pos;
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if (Input.IsActionJustPressed("move_dash"))
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Rpc(nameof(Dash));
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}
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public override void _Process(double delta)
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{
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MovementDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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if (Input.IsActionJustPressed("move_dash"))
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Rpc(nameof(Dash));
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}
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public override void _Input(InputEvent evt)
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{
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if (!IsCurrentPlayer) return;
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if (evt is InputEventMouseButton { Pressed: true })
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Rpc(nameof(Build), GetViewport().GetMousePosition());
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}
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public override void _Input(InputEvent evt)
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{
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if (!IsCurrentPlayer) return;
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}
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}
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@ -1,7 +1,6 @@
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using Godot;
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using Vector2 = Godot.Vector2;
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namespace CodingLand.Scripts.Logic;
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namespace AceField.Scripts.Logic;
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public partial class World : Node2D
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{
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@ -47,7 +46,7 @@ public partial class World : Node2D
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private void AddPlayer(int id)
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{
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var player = PlayerScene.Instantiate<Player>();
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var player = PlayerScene.Instantiate<AceField.Scripts.Player>();
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player.SetPlayerId(id);
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var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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@ -1,7 +1,7 @@
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using CodingLand.Scripts.Logic;
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using AceField.Scripts.Logic;
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using Godot;
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namespace CodingLand.Scripts;
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namespace AceField.Scripts;
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public partial class Player : CharacterBody2D
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||||
{
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||||
@ -37,27 +37,14 @@ public partial class Player : CharacterBody2D
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PlayerInput.SetMultiplayerAuthority(id);
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}
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private TilesManager _tilesMgr;
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|
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public override void _Ready()
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||||
{
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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_tilesMgr = GetNode<TilesManager>("../Tiles");
|
||||
}
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||||
public override void _Process(double delta)
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||||
{
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||||
var vec = GetGlobalMousePosition();
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||||
if (PlayerInput.BuildingAt == Vector2.Zero) return;
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||||
var distance = Position.DistanceTo(vec);
|
||||
if (distance <= Reach * _tilesMgr.TileSize)
|
||||
{
|
||||
// Able to build
|
||||
Rpc(nameof(AddTile), vec);
|
||||
}
|
||||
|
||||
PlayerInput.BuildingAt = Vector2.Zero;
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
@ -88,16 +75,4 @@ public partial class Player : CharacterBody2D
|
||||
Position += Velocity * (float)delta;
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
|
||||
public void AddTile(Vector2 pos)
|
||||
{
|
||||
if (_tilesMgr.GetTileByPosition<Node2D>(pos) != null) return;
|
||||
|
||||
var tileVec = new Vector2(_tilesMgr.TileSize, _tilesMgr.TileSize);
|
||||
var blueprint = GD.Load<PackedScene>("res://Scenes/Tiles/Brick.tscn");
|
||||
var instance = blueprint.Instantiate<Node2D>();
|
||||
instance.Position = pos.Snapped(tileVec);
|
||||
_tilesMgr.AddChild(instance);
|
||||
}
|
||||
}
|
||||
|
@ -1,35 +0,0 @@
|
||||
using Godot;
|
||||
|
||||
namespace CodingLand.Scripts;
|
||||
|
||||
public partial class TilesManager : Node2D
|
||||
{
|
||||
[Export] public float TileSize = 51.2f;
|
||||
|
||||
[Rpc(CallLocal = true)]
|
||||
public void AddTile(Vector2 pos)
|
||||
{
|
||||
if (GetTileByPosition<Node2D>(pos) == null)
|
||||
{
|
||||
var tileVec = new Vector2(TileSize, TileSize);
|
||||
// TODO Replace the brick to player selection
|
||||
var blueprint = GD.Load<PackedScene>("res://Scenes/Tiles/Brick.tscn");
|
||||
var instance = blueprint.Instantiate<Node2D>();
|
||||
instance.Position = pos.Snapped(tileVec);
|
||||
AddChild(instance);
|
||||
}
|
||||
}
|
||||
|
||||
public T GetTileByPosition<T>(Vector2 position) where T : Node2D
|
||||
{
|
||||
foreach (var item in GetChildren())
|
||||
{
|
||||
if (item is T tile && tile.Position == position)
|
||||
{
|
||||
return tile;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
using Godot;
|
||||
|
||||
namespace CodingLand.Scripts.UI;
|
||||
namespace AceField.Scripts.UI;
|
||||
|
||||
public partial class StartScreen : Control
|
||||
{
|
||||
|
@ -10,14 +10,14 @@ config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="CodingLand"
|
||||
config/name="AceField"
|
||||
run/main_scene="res://Scenes/Root.tscn"
|
||||
config/features=PackedStringArray("4.2", "C#", "Mobile")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[dotnet]
|
||||
|
||||
project/assembly_name="CodingLand"
|
||||
project/assembly_name="AceField"
|
||||
|
||||
[input]
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user