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https://github.com/Relintai/props_2d.git
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Added a property for the mesh transform. Maybe later I'll make a ui that helps setting it up as isometric.
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@ -48,6 +48,16 @@ void TiledWall2D::set_heigth(const int value) {
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generate_mesh();
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}
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Transform2D TiledWall2D::get_mesh_transform() const {
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return _mesh_transform;
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}
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void TiledWall2D::set_mesh_transform(const Transform2D &value) {
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_mesh_transform = value;
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clear_mesh();
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generate_mesh();
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}
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Ref<TiledWall2DData> TiledWall2D::get_data() {
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return _data;
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}
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@ -314,6 +324,10 @@ void TiledWall2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_data", "value"), &TiledWall2D::set_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "TiledWall2DData"), "set_data", "get_data");
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ClassDB::bind_method(D_METHOD("get_mesh_transform"), &TiledWall2D::get_mesh_transform);
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ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &TiledWall2D::set_mesh_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform");
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//ADD_GROUP("Collision", "collision_");
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//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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@ -54,6 +54,9 @@ public:
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Rect2 get_rect() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Transform2D get_mesh_transform() const;
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void set_mesh_transform(const Transform2D &value);
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#ifdef TOOLS_ENABLED
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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@ -92,7 +95,7 @@ private:
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Array _mesh_array;
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Transform2D _mesh_transform;
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#ifdef TOOLS_ENABLED
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Vector<Point2> _editor_selection_points;
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#endif
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