Removed custom rotation and fixed placeholder naming (Import from blender had _ in the name

This commit is contained in:
=
2026-04-26 13:00:22 +02:00
parent c80367dccd
commit bd9de785b4
4 changed files with 9 additions and 4 deletions
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+1 -2
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@@ -1,4 +1,5 @@
using Godot;
using System;
using System.Collections.Generic;
public class DecorationHandler
@@ -26,8 +27,6 @@ public class DecorationHandler
decoration.Position = placeholder.pos;
decoration.Rotate(Vector3.Up, Mathf.DegToRad(-90));
if (key == "light")
{
decoration.AddChild(new OmniLight3D()
+1 -1
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@@ -6,7 +6,7 @@ public class Placeholder
public Vector3 pos;
public Placeholder(string name, Vector3 pos){
this.name = name;
this.name = name.Split("_")[0];
this.pos = pos;
GD.Print($"Generated placeholder {this.name}");
}
+7 -1
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@@ -16,6 +16,12 @@ public partial class World : Node3D
Layer layerNode;
private MultiMeshHandler multiMeshHandler;
FastNoiseLite noise = new FastNoiseLite()
{
NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin,
Frequency = 0.05f,
Seed = 1337
};
public override void _Ready()
{
@@ -80,6 +86,7 @@ public partial class World : Node3D
if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1) currentLayer++;
if (currentLayer != visibleLayer)
{
map[visibleLayer].ClearDecorations();
HandleRenderData(BuildRenderData(currentLayer));
visibleLayer = currentLayer;
}
@@ -109,7 +116,6 @@ public partial class World : Node3D
for (int y = 0; y < layerSize; y++)
{
Tile tile = layer.tiles[x, y];
result.Add(new TileRenderData
{
Tile = tile,