[gd_scene load_steps=6 format=3 uid="uid://bri8d364obssw"] [ext_resource type="PackedScene" uid="uid://ccwil8rmgvund" path="res://Scenes/Prefabs/LevelObjects/TextLabel.tscn" id="1_lckm4"] [ext_resource type="Script" uid="uid://ctfbuoxtnnl0q" path="res://Scripts/Classes/Components/EditorPropertyExposer.gd" id="2_xh6kd"] [ext_resource type="Script" uid="uid://cpwloakvp672a" path="res://Scripts/Parts/EditorVisibleNode.gd" id="3_4ffmy"] [ext_resource type="Texture2D" uid="uid://dlldh5aks0wff" path="res://Assets/Sprites/Editor/GhostTile.png" id="4_evdjo"] [sub_resource type="GDScript" id="GDScript_lckm4"] script/source = "extends Node2D @export var text := \"\" @export_enum(\"Left\", \"Center\", \"Right\") var alignment := 0 # guzlad: Do we even need the 4th option \"fill\"? @export_enum(\"Left\", \"Center\", \"Right\") var text_alignment := 0 @export var colour := Color.WHITE func _process(_delta: float) -> void: $TextLabel.text = text $TextLabel.horizontal_alignment = text_alignment $TextLabel.add_theme_color_override(\"font_color\", colour) " [node name="TextLabelOBJ" type="Node2D"] process_mode = 3 script = SubResource("GDScript_lckm4") [node name="TextLabel" parent="." instance=ExtResource("1_lckm4")] offset_left = -8.0 offset_top = -8.0 offset_right = 32.0 offset_bottom = 8.0 [node name="EditorPropertyExposer" type="Node" parent="."] script = ExtResource("2_xh6kd") properties = Array[String](["text", "text_alignment", "colour"]) metadata/_custom_type_script = "uid://ctfbuoxtnnl0q" [node name="LevelEditorVisibleNode" type="Node2D" parent="."] visibility_layer = 2 position = Vector2(-8, -8) script = ExtResource("3_4ffmy") metadata/_custom_type_script = "uid://cpwloakvp672a" [node name="Sprite2D" type="Sprite2D" parent="LevelEditorVisibleNode"] position = Vector2(8, 8) texture = ExtResource("4_evdjo")