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Fixing a minor bug causing areas to snap incorrectly due to new CoordinateSpace/Transforms
1 parent 153cb29 commit ff7240f

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Assets/Scripts/TrajectoryPlanner/TrajectoryPlannerManager.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -488,8 +488,6 @@ public ProbeManager AddNewProbe(int probeType)
488488
GameObject newProbe = Instantiate(probePrefabs[probePrefabIDs.FindIndex(x => x == probeType)], brainModel);
489489
SetActiveProbe(newProbe.GetComponent<ProbeManager>());
490490

491-
RecalculateProbePanels();
492-
493491
spawnedThisFrame = true;
494492
StartCoroutine(DelayedMoveAllProbes());
495493

@@ -1105,16 +1103,18 @@ public void SetProbeTipPositionToCCFNode(CCFTreeNode targetNode)
11051103
if (berylID==prevTipID && prevTipSideLeft)
11061104
{
11071105
// we already hit this area, switch sides
1108-
activeProbe.GetProbeController().SetProbePosition(new Vector3(apmldv.x, 11.4f-apmldv.y, apmldv.z));
1106+
apmldv.y = 11.4f - apmldv.y;
11091107
prevTipSideLeft = false;
11101108
}
11111109
else
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{
11131111
// first time, go left
1114-
activeProbe.GetProbeController().SetProbePosition(apmldv);
11151112
prevTipSideLeft = true;
11161113
}
11171114

1115+
apmldv = activeProbe.GetProbeController().Insertion.CoordinateTransform.Space2Transform(apmldv);
1116+
activeProbe.GetProbeController().SetProbePosition(apmldv);
1117+
11181118
prevTipID = berylID;
11191119

11201120
activeProbe.UpdateUI();

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