Fix power plant placement issue

pull/18/head
Wade 2025-04-21 19:16:02 +07:00
parent f3d6b08e68
commit f83026fa25
1 changed files with 2 additions and 4 deletions

@ -254,7 +254,7 @@ func action_build(gridmap_position):
# Make sure any existing NPCs are children of the navigation region
_move_characters_to_navregion()
elif is_power_plant:
#add_power_plant(gridmap_position, index)
_add_power_plant(gridmap_position, index)
# We still set the cell item for collision detection
gridmap.set_cell_item(gridmap_position, index, gridmap.get_orthogonal_index_from_basis(selector.basis))
@ -544,8 +544,6 @@ func _add_road_to_navregion(position: Vector3, structure_index: int):
road_model.transform = transform
# Function to add a power plant as a direct child of the builder
func _add_power_plant(position: Vector3, structure_index: int):
# Create a unique name for this power plant based on its position
var power_plant_name = "PowerPlant_" + str(int(position.x)) + "_" + str(int(position.z))
@ -575,7 +573,7 @@ func _add_power_plant(position: Vector3, structure_index: int):
# Apply position offset to center the model (matching the preview)
# These offsets need to be transformed based on the current rotation
var offset = selector.basis * Vector3(0.25, 0, -0.25)
var offset = selector.basis * Vector3(-3, 0, 3)
transform.origin += offset
# Apply the complete transform in one go