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https://github.com/Relintai/godot-steering-ai-framework.git
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Avoid warning.
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02caaf685a
commit
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@ -77,7 +77,7 @@ func _calculate_linear_velocity(
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var velocity := current_velocity + facing_direction * actual_strength * delta
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var velocity := current_velocity + facing_direction * actual_strength * delta
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velocity = velocity.linear_interpolate(Vector2.ZERO, ship_drag_coefficient)
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velocity = velocity.linear_interpolate(Vector2.ZERO, ship_drag_coefficient)
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return velocity.clamped(speed_max)
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return velocity.limit_length(speed_max)
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func _get_movement() -> Vector2:
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func _get_movement() -> Vector2:
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@ -41,7 +41,7 @@ func _physics_process(delta: float) -> void:
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GSAIUtils.to_vector2(agent.linear_velocity)
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GSAIUtils.to_vector2(agent.linear_velocity)
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+ (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max * delta)
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+ (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max * delta)
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)
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)
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linear_velocity = linear_velocity.clamped(agent.linear_speed_max)
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linear_velocity = linear_velocity.limit_length(agent.linear_speed_max)
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linear_velocity = linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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linear_velocity = linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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linear_velocity = move_and_slide(linear_velocity)
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linear_velocity = move_and_slide(linear_velocity)
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@ -146,7 +146,7 @@ func _physics_process(delta: float) -> void:
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# We add the discovered acceleration to our linear velocity. The toolkit does not limit
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# We add the discovered acceleration to our linear velocity. The toolkit does not limit
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# velocity, just acceleration, so we clamp the result ourselves here.
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# velocity, just acceleration, so we clamp the result ourselves here.
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velocity = (velocity + Vector2(acceleration.linear.x, acceleration.linear.y) * delta).clamped(
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velocity = (velocity + Vector2(acceleration.linear.x, acceleration.linear.y) * delta).limit_length(
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agent.linear_speed_max
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agent.linear_speed_max
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)
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)
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@ -48,7 +48,7 @@ func _physics_process(delta: float) -> void:
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direction = GSAIUtils.angle_to_vector2(rotation)
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direction = GSAIUtils.angle_to_vector2(rotation)
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velocity += direction * acceleration_max * movement * delta
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velocity += direction * acceleration_max * movement * delta
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velocity = velocity.clamped(speed_max)
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velocity = velocity.limit_length(speed_max)
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velocity = velocity.linear_interpolate(Vector2.ZERO, 0.1)
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velocity = velocity.linear_interpolate(Vector2.ZERO, 0.1)
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velocity = move_and_slide(velocity)
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velocity = move_and_slide(velocity)
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@ -53,7 +53,7 @@ func _apply_sliding_steering(accel: Vector3, delta: float) -> void:
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if !_body.is_inside_tree() or _body.get_tree().paused:
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if !_body.is_inside_tree() or _body.get_tree().paused:
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return
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return
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var velocity : Vector2 = GSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max)
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var velocity : Vector2 = GSAIUtils.to_vector2(linear_velocity + accel * delta).limit_length(linear_speed_max)
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if apply_linear_drag:
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
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velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
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@ -162,7 +162,7 @@ window/stretch/aspect="expand"
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[editor_plugins]
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[editor_plugins]
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enabled=PoolStringArray( "res://addons/gdc_converter/plugin.cfg" )
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enabled=PoolStringArray( )
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[input]
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[input]
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