godot-steering-ai-framework/project/demos/group_behaviors/Spawner.gd

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extends Node2D
export var member: PackedScene
func _ready() -> void:
var followers: = []
for i in range(19):
var follower: = member.instance()
add_child(follower)
follower.position += Vector2(rand_range(-60, 60), rand_range(-60, 60))
followers.append(follower)
follower.setup(
owner.max_linear_speed,
owner.max_linear_accel,
owner.proximity_radius,
owner.separation_decay_coefficient,
owner.cohesion_strength,
owner.separation_strength
)
if i == 0 and owner.show_proximity_radius:
follower.draw_proximity = true
follower.update()
var agents: = []
for i in followers:
agents.append(i.agent)
for i in followers:
i.proximity.agents = agents
func set_max_linear_speed(value: float) -> void:
for child in get_children():
child.agent.max_linear_speed = value
func set_max_linear_accel(value: float) -> void:
for child in get_children():
child.agent.max_linear_acceleration = value
func set_proximity_radius(value: float) -> void:
for child in get_children():
child.proximity.radius = value
if child == get_child(0):
child.update()
func set_show_proximity_radius(value: bool) -> void:
get_child(0).draw_proximity = value
get_child(0).update()
func set_separation_decay_coef(value: float) -> void:
for child in get_children():
child.separation.decay_coefficient = value
func set_cohesion_strength(value: float) -> void:
for child in get_children():
child.blend.get_behavior_at(1).weight = value
func set_separation_strength(value: float) -> void:
for child in get_children():
child.blend.get_behavior_at(0).weight = value