Fix tileset bug #18090 to use StaticBody2D position
Using staticbody2d position to affect the collision shape position whenever a tileset is created. Formatting the code Removed the most get/set from my old code.
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@ -126,7 +126,7 @@ void TileSetEditor::_import_node(Node *p_node, Ref<TileSet> p_library) {
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Transform2D shape_transform = sb->shape_owner_get_transform(E->get());
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Transform2D shape_transform = sb->shape_owner_get_transform(E->get());
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bool one_way = sb->is_shape_owner_one_way_collision_enabled(E->get());
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bool one_way = sb->is_shape_owner_one_way_collision_enabled(E->get());
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shape_transform.set_origin(shape_transform.get_origin() - phys_offset);
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shape_transform[2] -= phys_offset - sb->get_transform().xform(shape_transform[2]);
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for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
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for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
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