Files
Super-Mario-Bros.-Remastere…/Scenes/Prefabs/LevelObjects/TextLabelObj.tscn

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[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")