You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-08 12:40:44 +00:00
Add one-way collisions and individual shape offsets for tilesets
As requested in #9318 Accidentially fixes #2231 as well
This commit is contained in:
@@ -111,22 +111,17 @@ void TileSetEditor::_import_node(Node *p_node, Ref<TileSet> p_library) {
|
||||
|
||||
for (List<uint32_t>::Element *E = shapes.front(); E; E = E->next()) {
|
||||
|
||||
Vector2 shape_offset = sb->shape_owner_get_transform(E->get()).get_origin();
|
||||
bool one_way = sb->is_shape_owner_one_way_collision_enabled(E->get());
|
||||
|
||||
for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
|
||||
|
||||
Ref<Shape> shape = sb->shape_owner_get_shape(E->get(), k);
|
||||
collisions.push_back(shape); //uh what about transform?
|
||||
p_library->tile_add_shape(id, shape, shape_offset, one_way);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (collisions.size()) {
|
||||
|
||||
p_library->tile_set_shapes(id, collisions);
|
||||
p_library->tile_set_shape_offset(id, -phys_offset);
|
||||
} else {
|
||||
p_library->tile_set_shape_offset(id, Vector2());
|
||||
}
|
||||
|
||||
p_library->tile_set_texture_offset(id, mi->get_offset());
|
||||
p_library->tile_set_navigation_polygon(id, nav_poly);
|
||||
p_library->tile_set_light_occluder(id, occluder);
|
||||
|
||||
Reference in New Issue
Block a user