2020-01-10 20:38:12 +01:00
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extends Node2D
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export var member: PackedScene
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func _ready() -> void:
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var followers: = []
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for i in range(19):
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var follower: = member.instance()
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add_child(follower)
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follower.position += Vector2(rand_range(-60, 60), rand_range(-60, 60))
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followers.append(follower)
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2020-01-15 20:15:31 +01:00
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follower.setup(
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owner.max_linear_speed,
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owner.max_linear_accel,
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owner.proximity_radius,
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owner.separation_decay_coefficient,
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owner.cohesion_strength,
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owner.separation_strength
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)
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if i == 0 and owner.show_proximity_radius:
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follower.draw_proximity = true
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follower.update()
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2020-01-10 20:38:12 +01:00
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var agents: = []
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for i in followers:
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agents.append(i.agent)
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for i in followers:
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i.proximity.agents = agents
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2020-01-15 20:15:31 +01:00
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func set_max_linear_speed(value: float) -> void:
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for child in get_children():
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child.agent.max_linear_speed = value
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func set_max_linear_accel(value: float) -> void:
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for child in get_children():
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child.agent.max_linear_acceleration = value
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func set_proximity_radius(value: float) -> void:
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for child in get_children():
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child.proximity.radius = value
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if child == get_child(0):
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child.update()
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func set_show_proximity_radius(value: bool) -> void:
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get_child(0).draw_proximity = value
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get_child(0).update()
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func set_separation_decay_coef(value: float) -> void:
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for child in get_children():
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child.separation.decay_coefficient = value
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func set_cohesion_strength(value: float) -> void:
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for child in get_children():
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child.blend.get_behavior_at(1).weight = value
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func set_separation_strength(value: float) -> void:
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for child in get_children():
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child.blend.get_behavior_at(0).weight = value
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