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https://github.com/Relintai/godot-steering-ai-framework.git
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Handle and remove warnings in GSAI* classes
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parent
77f90b0c74
commit
6d2016c9e9
@ -37,7 +37,7 @@ func _ready() -> void:
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child.set_proximity_agents(avoider_agents)
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func _physics_process(delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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for child in get_children():
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child.global_position = child.global_position.posmodv(boundaries)
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@ -36,5 +36,5 @@ var _applied_steering := false
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# Moves the agent's body by target `acceleration`.
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# tags: virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
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func _apply_steering(_acceleration: GSAITargetAcceleration, _delta: float) -> void:
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pass
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@ -16,5 +16,5 @@ func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent) -> void:
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# Internal callback for the behavior to define whether or not a member is
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# relevant
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# tags: virtual
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func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
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func _report_neighbor(_neighbor: GSAISteeringAgent) -> bool:
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return false
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@ -14,8 +14,8 @@ var is_enabled := true
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var agent: GSAISteeringAgent
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func _init(agent: GSAISteeringAgent) -> void:
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self.agent = agent
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func _init(_agent: GSAISteeringAgent) -> void:
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self.agent = _agent
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# Sets the `acceleration` with the behavior's desired amount of acceleration.
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@ -19,5 +19,5 @@ func _init(agent: GSAISteeringAgent, agents: Array) -> void:
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# `_find_neighbors` calls `callback` for each agent in the `agents` array and
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# adds one to the count if its `callback` returns true.
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# tags: virtual
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func _find_neighbors(callback: FuncRef) -> int:
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func _find_neighbors(_callback: FuncRef) -> int:
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return 0
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