godot-steering-ai-framework/godot/Demos/Arrive3d/Seeker.gd

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GDScript3
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extends KinematicBody
var target_node: Spatial
onready var agent := GSAIKinematicBody3DAgent.new(self)
onready var target := GSAIAgentLocation.new()
onready var accel := GSAITargetAcceleration.new()
onready var blend := GSAIBlend.new(agent)
onready var face := GSAIFace.new(agent, target, true)
onready var arrive := GSAIArrive.new(agent, target)
func _physics_process(delta: float) -> void:
target.position = target_node.transform.origin
target.position.y = transform.origin.y
blend.calculate_steering(accel)
agent._apply_steering(accel, delta)
func setup(
align_tolerance: float,
angular_deceleration_radius: float,
angular_accel_max: float,
angular_speed_max: float,
deceleration_radius: float,
arrival_tolerance: float,
linear_acceleration_max: float,
linear_speed_max: float,
_target: Spatial
) -> void:
agent.linear_speed_max = linear_speed_max
agent.linear_acceleration_max = linear_acceleration_max
agent.linear_drag_percentage = 0.05
agent.angular_acceleration_max = angular_accel_max
agent.angular_speed_max = angular_speed_max
agent.angular_drag_percentage = 0.1
arrive.arrival_tolerance = arrival_tolerance
arrive.deceleration_radius = deceleration_radius
face.alignment_tolerance = align_tolerance
face.deceleration_radius = angular_deceleration_radius
target_node = _target
self.target.position = target_node.transform.origin
blend.add(arrive, 1)
blend.add(face, 1)