Created
June 1, 2025 18:31
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local function loadPoles(player) | |
local previousDataSuccess, polesData = pcall(function() | |
return poleDataStore:GetAsync(player.UserId) | |
end) | |
if not previousDataSuccess or not polesData then | |
warn("No previous poles data found for player:", player.Name) | |
return | |
end | |
local newRoomName = player:GetAttribute("Room") | |
local newRoom = workspace.PlayerRooms:FindFirstChild(newRoomName) | |
if not newRoom then | |
warn("No new room found for player:", player.Name) | |
return | |
end | |
-- Compute previous room center | |
local prevRoomCenter = polesData.roomCenter | |
if not prevRoomCenter then | |
warn("Previous room center data missing. Cannot reposition poles.") | |
return | |
end | |
-- Current room center | |
local newRoomCenter = newRoom.Position | |
-- Clear any existing poles in the new room | |
for _, child in ipairs(newRoom:GetChildren()) do | |
if child:IsA("BasePart") then | |
child:Destroy() | |
end | |
end | |
-- Calculate offset between previous and new rooms | |
local offset = newRoomCenter - Vector3.new(prevRoomCenter.x, prevRoomCenter.y, prevRoomCenter.z) | |
-- Recreate poles at their new positions | |
for _, poleInfo in ipairs(polesData.poles) do | |
local poleTemplate = game.ServerStorage.Pole.Handle:Clone() | |
poleTemplate.Anchored = true | |
poleTemplate.CanCollide = true | |
-- Reposition pole relative to the new room | |
local newPolePosition = Vector3.new(poleInfo.x, poleInfo.y, poleInfo.z) + offset | |
poleTemplate.CFrame = CFrame.new(newPolePosition) | |
* CFrame.Angles(0, 0, math.rad(90)) | |
poleTemplate.Parent = newRoom | |
end | |
end |
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