}
fun renderGameUI(controls: BattleCameraControls) {
+ fitLabels()
+
shipsOverlayCamera.position.copy(controls.camera.getWorldPosition(shipsOverlayCamera.position))
shipsOverlayCamera.quaternion.copy(controls.camera.getWorldQuaternion(shipsOverlayCamera.quaternion))
shipsOverlayRenderer.render(shipsOverlayScene, shipsOverlayCamera)
})
}
- fitLabels()
+ hasFitLabels = false
}
+ var hasFitLabels = false
private fun fitLabels() {
+ if (hasFitLabels) return
textFit(document.getElementsByClassName("ship-label"))
+ hasFitLabels = true
}
private fun DIV.drawShipLabel(state: GameState, abilities: List<PlayerAbilityType>, shipId: Id<ShipInstance>, ship: ShipInstance) {