Update Eagle scene setup docs (#6986)

This commit is contained in:
2026-06-08 17:16:55 -07:00
committed by GitHub
parent 9e365b637c
commit f56289899b
3 changed files with 3 additions and 3 deletions
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@@ -68,7 +68,7 @@ private GameObject GetEffectPrefab(string beastName) {
### 4. Wire up in the scene
In `Gameplay.unity`, find the `ProvinceBeastsController` component and assign your new prefab to the new field.
In `Assets/Scenes/Eagle.unity`, find the `ProvinceBeastsController` component on the Eagle map object and assign your new prefab to the new field.
### 5. Test
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@@ -136,7 +136,7 @@ Create a tool to programmatically regenerate the Eagle strategic map images with
| `Assets/Eagle/Materials/*.png` | Replaced province masks |
| `Assets/Eagle/map_bw_labels.png` | Either: regenerated, or removed if using dynamic labels |
| `province_map.tsv` | Add centroid columns |
| `Assets/Gameplay.unity` | Add ProvinceLabelsController, label prefab instances |
| `Assets/Scenes/Eagle.unity` | Add ProvinceLabelsController, label prefab instances |
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@@ -87,7 +87,7 @@ Create these prefabs in `Assets/Eagle/Effects/`:
### Scene Setup
Wire up in `Gameplay.unity`:
Wire up in `Assets/Scenes/Eagle.unity`:
1. Add controller components to the Map GameObject
2. Assign `mapContainer`, `centroidsJson` (shared with other controllers)
3. Assign the effect prefab for each controller