Game object Lua configs use individual unit tables

This commit is contained in:
devZoGok
2024-01-25 17:15:09 +02:00
parent 65e8a123d2
commit ba7123db58
14 changed files with 547 additions and 1137 deletions
+3 -4
View File
@@ -61,7 +61,7 @@ namespace battleship{
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
float maxUnevenness = .5, unevenness = 0;
for(int i = 0; i < numVerts; i++){
float diffX = fabs(s.getPos().x - verts[i].pos.x);
@@ -101,9 +101,8 @@ namespace battleship{
if(results.empty()) return;
Vector3 newPos, rowEnd;
sol::table unitTable = generateView()[gameObjectFrames[0].getGameObjTableName()]["unitCornerPoints"][gameObjectFrames[0].getId() + 1];
float width = (float)unitTable[1]["x"] - (float)unitTable[2]["x"];
float length = (float)unitTable[4]["z"] - (float)unitTable[1]["z"];
sol::table sizeTable = generateView()[gameObjectFrames[0].getGameObjTableName()][gameObjectFrames[0].getId() + 1]["size"];
float width = sizeTable["x"], length = sizeTable["z"];
if(paintSelecting)
paintSelect(results[0].pos, width, length);