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Add missing virtual tag
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@ -42,6 +42,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
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# Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`
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# that was found but only keeps the one the owning agent will most likely collide with.
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# virtual
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func _report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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var relative_position := neighbor.position - agent.position
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var relative_velocity := neighbor.linear_velocity - agent.linear_velocity
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@ -20,7 +20,7 @@ As a short overview, a character is represented by a steering agent; it stores i
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## Manual ##
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The various behaviors and types in the toolkit have been gathered into a [Reference](https://github.com/GDQuest/godot-steering-toolkit/wiki/Manual-API-reference-draft) manual.
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The various behaviors and types in the toolkit have been gathered into a [Reference](https://github.com/GDQuest/godot-steering-toolkit/wiki) manual.
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## Example usage ##
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@ -30,6 +30,8 @@ The goal of this class is to show how an agent can chase a player and predict wh
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Our game will be in 2D and assumed to be a top-down spaceship game.
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You can see the demo in action by running the `demos/QuickStartDemo.tscn` scene in Godot. There are other demos there that showcase the various behaviors, and the behavior parameters can be tweaked and changed by changing the demo's root node's parameters.
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```ruby
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extends KinematicBody2D
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@ -206,5 +208,3 @@ func damage(amount: int) -> void:
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queue_free()
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```
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You can see the demo in action by running the `demos/QuickStartDemo.tscn` scene in Godot. There are other demos there that showcase the various behaviors, and the behavior parameters can be tweaked and changed by changing the demo's root node's parameters.
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