Improve gridmap item placement and UI logic
Enhanced the auto_put_item logic to better identify and place non-goal or excess tiles from the playerboard onto the grid. Updated gridmap and dock scripts for improved cell option handling and UI consistency. Adjusted mesh library item order and main scene cell data for better alignment. Expanded spawn and finish locations for player logic.
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@@ -51,22 +51,21 @@ item/5/mesh_cast_shadow = 1
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item/5/shapes = []
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item/5/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/5/navigation_layers = 1
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item/6/name = "tile_coin"
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item/6/mesh = ExtResource("4_76xkl")
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item/6/name = "empty"
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item/6/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/6/mesh_cast_shadow = 1
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item/6/shapes = []
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item/6/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/6/navigation_layers = 1
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item/7/name = "tile_diamond"
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item/7/mesh = ExtResource("5_j2mx0")
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item/7/name = "tile_heart"
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item/7/mesh = ExtResource("6_ptqbt")
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item/7/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/7/mesh_cast_shadow = 1
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item/7/shapes = []
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item/7/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/7/navigation_layers = 1
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item/8/name = "tile_heart"
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item/8/mesh = ExtResource("6_ptqbt")
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item/8/name = "tile_diamond"
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item/8/mesh = ExtResource("5_j2mx0")
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item/8/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/8/mesh_cast_shadow = 1
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item/8/shapes = []
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@@ -79,3 +78,10 @@ item/9/mesh_cast_shadow = 1
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item/9/shapes = []
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item/9/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/9/navigation_layers = 1
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item/10/name = "tile_coin"
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item/10/mesh = ExtResource("4_76xkl")
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item/10/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/10/mesh_cast_shadow = 1
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item/10/shapes = []
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item/10/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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item/10/navigation_layers = 1
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