Removed parametrized _init() methods.

This commit is contained in:
Relintai 2023-01-13 19:42:14 +01:00
parent 3957f155da
commit e2da64212e
34 changed files with 243 additions and 182 deletions

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@ -1,13 +1,17 @@
extends KinematicBody2D
var agent := GSAIKinematicBody2DAgent.new(self)
var agent := GSAIKinematicBody2DAgent.new()
var target := GSAIAgentLocation.new()
var arrive := GSAIArrive.new(agent, target)
var arrive := GSAIArrive.new()
var _accel := GSAITargetAcceleration.new()
var _velocity := Vector2()
var _drag := 0.1
func _init() -> void:
agent.body = self
arrive.agent = agent
arrive.target = target
func _physics_process(delta: float) -> void:
arrive.calculate_steering(_accel)

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@ -2,13 +2,30 @@ 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)
var agent : GSAIKinematicBody3DAgent = null
var target : GSAIAgentLocation = null
var accel : GSAITargetAcceleration = null
var blend : GSAIBlend = null
var face : GSAIFace = null
var arrive : GSAIArrive = null
func _init() -> void:
agent = GSAIKinematicBody3DAgent.new()
agent.body = self
target = GSAIAgentLocation.new()
accel = GSAITargetAcceleration.new()
blend = GSAIBlend.new()
blend.agent = agent
face = GSAIFace.new()
face.agent = agent
face.target = target
face.use_z = true
arrive = GSAIArrive.new()
arrive.agent = agent
arrive.target = target
func _physics_process(delta: float) -> void:
target.position = target_node.transform.origin

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@ -12,13 +12,34 @@ var _drag := 0.1
var _color := Color(0.4, 1.0, 0.89, 0.3)
onready var collision := $CollisionShape2D
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var proximity := GSAIRadiusProximity.new(agent, [], 140)
onready var avoid := GSAIAvoidCollisions.new(agent, proximity)
onready var target := GSAIAgentLocation.new()
onready var seek := GSAISeek.new(agent, target)
onready var priority := GSAIPriority.new(agent, 0.0001)
var agent :GSAIKinematicBody2DAgent= null
var proximity :GSAIRadiusProximity= null
var avoid :GSAIAvoidCollisions= null
var target :GSAIAgentLocation= null
var seek :GSAISeek= null
var priority :GSAIPriority= null
func _ready() -> void:
agent = GSAIKinematicBody2DAgent.new()
agent.body = self
proximity = GSAIRadiusProximity.new()
proximity.agent = agent
proximity.radius = 140
avoid = GSAIAvoidCollisions.new()
avoid.agent = agent
avoid.proximity = proximity
target = GSAIAgentLocation.new()
seek = GSAISeek.new()
seek.agent = agent
seek.target = target
priority = GSAIPriority.new()
priority.agent = agent
priority.zero_threshold = 0.0001
func _draw() -> void:
if draw_proximity:

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@ -1,7 +1,7 @@
extends KinematicBody2D
var face: GSAIFace
var agent := GSAIKinematicBody2DAgent.new(self)
var agent := GSAIKinematicBody2DAgent.new()
var _accel := GSAITargetAcceleration.new()
var _angular_drag := 0.1
@ -12,6 +12,8 @@ onready var collision_shape := $CollisionShape2D
func _ready() -> void:
agent.body = self
var radius = collision_shape.shape.radius
_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius * 2))
_color = collision_shape.outer_color
@ -33,7 +35,9 @@ func setup(
angular_accel_max: float,
angular_speed_max: float
) -> void:
face = GSAIFace.new(agent, player_agent)
face = GSAIFace.new()
face.agent = agent
face.target = player_agent
face.alignment_tolerance = align_tolerance
face.deceleration_radius = deceleration_radius

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@ -5,16 +5,24 @@ var _accel := GSAITargetAcceleration.new()
var _valid := false
var _drag := 0.1
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var path := GSAIPath.new(
[
Vector3(global_position.x, global_position.y, 0),
Vector3(global_position.x, global_position.y, 0)
],
true
)
onready var follow := GSAIFollowPath.new(agent, path, 0, 0)
var agent := GSAIKinematicBody2DAgent.new()
var path := GSAIPath.new()
var follow := GSAIFollowPath.new()
func _ready() -> void:
agent.body = self
path.initialize(
[
Vector3(global_position.x, global_position.y, 0),
Vector3(global_position.x, global_position.y, 0)
],
true
)
follow.agent = agent
follow.path = path
follow.agent = agent
func setup(
path_offset: float,

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@ -3,9 +3,9 @@ extends KinematicBody2D
var separation: GSAISeparation
var cohesion: GSAICohesion
var proximity: GSAIRadiusProximity
var agent := GSAIKinematicBody2DAgent.new(self)
var blend := GSAIBlend.new(agent)
var acceleration := GSAITargetAcceleration.new()
var agent :GSAIKinematicBody2DAgent = null
var blend : GSAIBlend = null
var acceleration : GSAITargetAcceleration = null
var draw_proximity := false
var _color := Color.red
@ -13,6 +13,14 @@ var _velocity := Vector2()
onready var collision_shape := $CollisionShape2D
func _init() -> void:
agent = GSAIKinematicBody2DAgent.new()
agent.body = self
blend = GSAIBlend.new()
blend.agent = agent
acceleration = GSAITargetAcceleration.new()
func setup(
linear_speed_max: float,
@ -29,10 +37,19 @@ func setup(
agent.linear_speed_max = linear_speed_max
agent.linear_drag_percentage = 0.1
proximity = GSAIRadiusProximity.new(agent, [], proximity_radius)
separation = GSAISeparation.new(agent, proximity)
proximity = GSAIRadiusProximity.new()
proximity.agent = agent
proximity.radius = proximity_radius
separation = GSAISeparation.new()
separation.agent = agent
separation.proximity = proximity
separation.decay_coefficient = separation_decay_coefficient
cohesion = GSAICohesion.new(agent, proximity)
cohesion = GSAICohesion.new()
cohesion.agent = agent
cohesion.proximity = proximity
blend.add(separation, separation_strength)
blend.add(cohesion, cohesion_strength)

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@ -9,12 +9,18 @@ var _linear_drag_coefficient := 0.025
var _angular_drag := 0.1
var _direction_face := GSAIAgentLocation.new()
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var accel := GSAITargetAcceleration.new()
onready var player_agent: GSAISteeringAgent = owner.find_node("Player", true, false).agent
var agent : GSAIKinematicBody2DAgent= null
var accel : GSAITargetAcceleration = null
var player_agent : GSAISteeringAgent = null
func _ready() -> void:
agent = GSAIKinematicBody2DAgent.new()
agent.body = self
accel = GSAITargetAcceleration.new()
player_agent = owner.find_node("Player", true, false).agent
agent.calculate_velocities = false
set_physics_process(false)
@ -45,15 +51,24 @@ func _physics_process(delta: float) -> void:
func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
var behavior: GSAISteeringBehavior
if use_seek:
behavior = GSAISeek.new(agent, player_agent)
behavior = GSAISeek.new()
behavior.agent = agent
behavior.target = player_agent
else:
behavior = GSAIPursue.new(agent, player_agent, predict_time)
behavior = GSAIPursue.new()
behavior.agent = agent
behavior.target = player_agent
behavior.predict_time_max = predict_time
var orient_behavior := GSAIFace.new(agent, _direction_face)
var orient_behavior : GSAIFace = GSAIFace.new()
orient_behavior.agent = agent
orient_behavior.target = _direction_face
orient_behavior.alignment_tolerance = deg2rad(5)
orient_behavior.deceleration_radius = deg2rad(30)
_blend = GSAIBlend.new(agent)
_blend = GSAIBlend.new()
_blend.agent = agent
_blend.add(behavior, 1)
_blend.add(orient_behavior, 1)

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@ -18,35 +18,54 @@ var linear_drag := 0.1
var angular_drag := 0.1
# Holds the linear and angular components calculated by our steering behaviors.
var acceleration := GSAITargetAcceleration.new()
var acceleration : GSAITargetAcceleration = null
onready var current_health := health_max
# GSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
onready var agent := GSAISteeringAgent.new()
var agent : GSAISteeringAgent = null
onready var player: Node = get_tree().get_nodes_in_group("Player")[0]
var player: Node = null
# This assumes that our player class will keep its own agent updated.
onready var player_agent: GSAISteeringAgent = player.agent
var player_agent : GSAISteeringAgent = null
# Proximities represent an area with which an agent can identify where neighbors in its relevant
# group are. In our case, the group will feature the player, which will be used to avoid a
# collision with them. We use a radius proximity so the player is only relevant inside 100 pixels.
onready var proximity := GSAIRadiusProximity.new(agent, [player_agent], 100)
var proximity : GSAIRadiusProximity = null
# GSAIBlend combines behaviors together, calculating all of their acceleration together and adding
# them together, multiplied by a strength. We will have one for fleeing, and one for pursuing,
# toggling them depending on the agent's health. Since we want the agent to rotate AND move, then
# we aim to blend them together.
onready var flee_blend := GSAIBlend.new(agent)
onready var pursue_blend := GSAIBlend.new(agent)
var flee_blend : GSAIBlend = null
var pursue_blend : GSAIBlend = null
# GSAIPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the
# first one that returns non-zero acceleration, ignoring any afterwards.
onready var priority := GSAIPriority.new(agent)
var priority : GSAIPriority = null
func _ready() -> void:
acceleration = GSAITargetAcceleration.new()
agent = GSAISteeringAgent.new()
player = get_tree().get_nodes_in_group("Player")[0]
player_agent = player.agent
proximity = GSAIRadiusProximity.new()
proximity.agent = agent
proximity.agents = [ player_agent ]
proximity.radius = 100
flee_blend = GSAIBlend.new()
flee_blend.agent = agent
pursue_blend = GSAIBlend.new()
pursue_blend.agent = agent
priority = GSAIPriority.new()
priority.agent = agent
# ---------- Configuration for our agent ----------
agent.linear_speed_max = speed_max
agent.linear_acceleration_max = acceleration_max
@ -58,20 +77,28 @@ func _ready() -> void:
# ---------- Configuration for our behaviors ----------
# Pursue will happen while the agent is in good health. It produces acceleration that takes
# the agent on an intercept course with the target, predicting its position in the future.
var pursue := GSAIPursue.new(agent, player_agent)
var pursue : GSAIPursue = GSAIPursue.new()
pursue.agent = agent
pursue.target = player_agent
pursue.predict_time_max = 1.5
# Flee will happen while the agent is in bad health, so will start disabled. It produces
# acceleration that takes the agent directly away from the target with no prediction.
var flee := GSAIFlee.new(agent, player_agent)
var flee : GSAIFlee = GSAIFlee.new()
flee.agent = agent
flee.target = player_agent
# AvoidCollision tries to keep the agent from running into any of the neighbors found in its
# proximity group. In our case, this will be the player, if they are close enough.
var avoid := GSAIAvoidCollisions.new(agent, proximity)
var avoid : GSAIAvoidCollisions = GSAIAvoidCollisions.new()
avoid.agent = agent
avoid.proximity = proximity
# Face turns the agent to keep looking towards its target. It will be enabled while the agent
# is not fleeing due to low health. It tries to arrive 'on alignment' with 0 remaining velocity.
var face := GSAIFace.new(agent, player_agent)
var face : GSAIFace = GSAIFace.new()
face.agent = agent
face.target = player_agent
# We use deg2rad because the math in the toolkit assumes radians.
# How close for the agent to be 'aligned', if not exact.
@ -81,7 +108,8 @@ func _ready() -> void:
# LookWhereYouGo turns the agent to keep looking towards its direction of travel. It will only
# be enabled while the agent is at low health.
var look := GSAILookWhereYouGo.new(agent)
var look : GSAILookWhereYouGo = GSAILookWhereYouGo.new()
look.agent = agent
# How close for the agent to be 'aligned', if not exact
look.alignment_tolerance = deg2rad(5)
# When to start slowing down.

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@ -10,14 +10,21 @@ var velocity := Vector2.ZERO
var angular_velocity := 0.0
var direction := Vector2.RIGHT
onready var agent := GSAISteeringAgent.new()
onready var proxy_target := GSAIAgentLocation.new()
onready var face := GSAIFace.new(agent, proxy_target)
var agent : GSAISteeringAgent = null
var proxy_target : GSAIAgentLocation = null
var face : GSAIFace = null
onready var accel := GSAITargetAcceleration.new()
onready var bullets := owner.get_node("Bullets")
func _ready() -> void:
agent = GSAISteeringAgent.new()
proxy_target = GSAIAgentLocation.new()
face = GSAIFace.new()
face.agent = agent
face.target = proxy_target
agent.linear_speed_max = speed_max
agent.linear_acceleration_max = acceleration_max
agent.angular_speed_max = deg2rad(rotation_speed_max)

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@ -6,13 +6,26 @@ var start_speed: float
var start_accel: float
var use_seek := true
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var accel := GSAITargetAcceleration.new()
onready var seek := GSAISeek.new(agent, player_agent)
onready var flee := GSAIFlee.new(agent, player_agent)
var agent : GSAIKinematicBody2DAgent = null
var accel : GSAITargetAcceleration = null
var seek : GSAISeek = null
var flee : GSAIFlee = null
func _ready() -> void:
agent = GSAIKinematicBody2DAgent.new()
agent.body = self
accel = GSAITargetAcceleration.new()
seek = GSAISeek.new()
seek.agent = agent
seek.target = player_agent
flee = GSAIFlee.new()
flee.agent = agent
flee.target = player_agent
agent.linear_acceleration_max = start_accel
agent.linear_speed_max = start_speed

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@ -17,21 +17,12 @@ enum MovementType {
var body: KinematicBody2D setget _set_body
# The type of movement the body executes
var movement_type : int = 0
var movement_type : int = MovementType.SLIDE
var _last_position : Vector2
var _body_ref : WeakRef
func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) -> void:
self.body = _body
self.movement_type = _movement_type
if !_body.is_inside_tree():
_body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _body_ready() -> void:
# warning-ignore:return_value_discarded
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
@ -122,6 +113,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
func _set_body(value: KinematicBody2D) -> void:
var had_body : bool = false
if body:
had_body = true
body = value
_body_ref = weakref(body)
@ -130,6 +126,12 @@ func _set_body(value: KinematicBody2D) -> void:
position = GSAIUtils.to_vector3(_last_position)
orientation = _last_orientation
if !had_body:
if !body.is_inside_tree():
body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _on_SceneTree_physics_frame() -> void:

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@ -23,15 +23,6 @@ var _last_position : Vector3
var _body_ref : WeakRef
func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> void:
self.body = _body
self.movement_type = _movement_type
if !_body.is_inside_tree():
_body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _body_ready() -> void:
# warning-ignore:return_value_discarded
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
@ -115,6 +106,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
func _set_body(value: KinematicBody) -> void:
var had_body : bool = false
if body:
had_body = true
body = value
_body_ref = weakref(value)
@ -124,6 +120,11 @@ func _set_body(value: KinematicBody) -> void:
position = _last_position
orientation = _last_orientation
if !had_body:
if !body.is_inside_tree():
body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _on_SceneTree_physics_frame() -> void:
var _body : KinematicBody = _body_ref.get_ref()

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@ -11,14 +11,6 @@ var _last_position : Vector2
var _body_ref : WeakRef
func _init(_body : RigidBody2D) -> void:
self.body = _body
if !_body.is_inside_tree():
_body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _body_ready() -> void:
# warning-ignore:return_value_discarded
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
@ -40,6 +32,11 @@ func _apply_steering(acceleration : GSAITargetAcceleration, _delta : float) -> v
func _set_body(value: RigidBody2D) -> void:
var had_body : bool = false
if body:
had_body = true
body = value
_body_ref = weakref(value)
@ -48,6 +45,12 @@ func _set_body(value: RigidBody2D) -> void:
position = GSAIUtils.to_vector3(_last_position)
orientation = _last_orientation
if !had_body:
if !body.is_inside_tree():
body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _on_SceneTree_frame() -> void:

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@ -10,14 +10,6 @@ var body: RigidBody setget _set_body
var _last_position: Vector3
var _body_ref: WeakRef
func _init(_body: RigidBody) -> void:
self.body = _body
if !_body.is_inside_tree():
_body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _body_ready() -> void:
# warning-ignore:return_value_discarded
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
@ -39,6 +31,11 @@ func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> voi
func _set_body(value: RigidBody) -> void:
var had_body : bool = false
if body:
had_body = true
body = value
_body_ref = weakref(value)
@ -47,7 +44,12 @@ func _set_body(value: RigidBody) -> void:
position = _last_position
orientation = _last_orientation
if !had_body:
if !body.is_inside_tree():
body.connect("ready", self, "_body_ready")
else:
_body_ready()
func _on_SceneTree_frame() -> void:
var _body: RigidBody = _body_ref.get_ref()

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@ -15,10 +15,6 @@ var deceleration_radius : float = 0.0
var time_to_reach : float = 0.1
func _init(agent : GSAISteeringAgent, _target : GSAIAgentLocation).(agent) -> void:
self.target = _target
func _arrive(acceleration : GSAITargetAcceleration, target_position : Vector3) -> void:
var to_target : Vector3 = target_position - agent.position
var distance : float = to_target.length()

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@ -12,10 +12,6 @@ var _first_relative_position : Vector3
var _first_relative_velocity : Vector3
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
pass
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
_shortest_time = INF
_first_neighbor = null

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@ -13,11 +13,6 @@ extends GSAISteeringBehavior
var _behaviors : Array = Array()
var _accel : GSAITargetAcceleration = GSAITargetAcceleration.new()
func _init(agent : GSAISteeringAgent).(agent) -> void:
pass
# Appends a behavior to the internal array along with its `weight`.
func add(behavior : GSAISteeringBehavior, weight : float) -> void:
behavior.agent = agent

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@ -7,10 +7,6 @@ extends GSAIGroupBehavior
var _center_of_mass: Vector3
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
pass
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.set_zero()
_center_of_mass = Vector3.ZERO

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@ -5,9 +5,5 @@ class_name GSAIEvade
extends GSAIPursue
func _init(agent: GSAISteeringAgent, target: GSAISteeringAgent, predict_time_max : float = 1.0).(agent, target, predict_time_max):
pass
func _get_modified_acceleration() -> float:
return -agent.linear_acceleration_max

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@ -5,9 +5,6 @@ class_name GSAIFace
extends GSAIMatchOrientation
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation, use_z := false).(agent, target, use_z) -> void:
pass
func _face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void:
var to_target : Vector3 = target_position - agent.position
var distance_squared : float = to_target.length_squared()

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@ -4,10 +4,6 @@ class_name GSAIFlee
extends GSAISeek
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent, target) -> void:
pass
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.linear = ((agent.position - target.position).normalized() * agent.linear_acceleration_max)
acceleration.angular = 0

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@ -15,12 +15,6 @@ var is_arrive_enabled : bool = true
var prediction_time : float = 0.0
func _init(agent: GSAISteeringAgent, _path: GSAIPath, _path_offset := 0.0, _prediction_time := 0.0).(agent, null) -> void:
self.path = _path
self.path_offset = _path_offset
self.prediction_time = _prediction_time
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
var location : Vector3

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@ -5,10 +5,6 @@ class_name GSAILookWhereYouGo
extends GSAIMatchOrientation
func _init(agent: GSAISteeringAgent, use_z : bool = false).(agent, null, use_z) -> void:
pass
func _calculate_steering(accel: GSAITargetAcceleration) -> void:
if agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold:
accel.set_zero()

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@ -19,11 +19,6 @@ var time_to_reach : float = 0.1
var use_z : bool = false
func _init(agent: GSAISteeringAgent, _target: GSAIAgentLocation, _use_z : bool = false).(agent) -> void:
self.use_z = _use_z
self.target = _target
func _match_orientation(acceleration: GSAITargetAcceleration, desired_orientation: float) -> void:
var rotation : float = wrapf(desired_orientation - agent.orientation, -PI, PI)

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@ -7,16 +7,12 @@ extends GSAISteeringBehavior
var _behaviors : Array = Array()
# The index of the last behavior the container prioritized.
var last_selected_index : int = 0
var _last_selected_index : int = 0
# If a behavior's acceleration is lower than this threshold, the container
# considers it has an acceleration of zero.
var zero_threshold : float = 0.0
func _init(agent: GSAISteeringAgent, _zero_threshold : float = 0.001).(agent) -> void:
self.zero_threshold = _zero_threshold
# Appends a steering behavior as a child of this container.
func add(behavior: GSAISteeringBehavior) -> void:
_behaviors.append(behavior)
@ -36,13 +32,13 @@ func get_behavior_at(index : int) -> GSAISteeringBehavior:
func _calculate_steering(accel : GSAITargetAcceleration) -> void:
var threshold_squared : float = zero_threshold * zero_threshold
last_selected_index = -1
_last_selected_index = -1
var size : int = _behaviors.size()
if size > 0:
for i in range(size):
last_selected_index = i
_last_selected_index = i
var behavior: GSAISteeringBehavior = _behaviors[i]
behavior.calculate_steering(accel)

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@ -8,13 +8,7 @@ extends GSAISteeringBehavior
var target : GSAISteeringAgent
# The maximum amount of time in the future the behavior predicts the target's
# location.
var predict_time_max : float = 0
func _init(agent : GSAISteeringAgent, _target : GSAISteeringAgent, _predict_time_max : float = 1.0).(agent) -> void:
self.target = _target
self.predict_time_max = _predict_time_max
var predict_time_max : float = 1.0
func _calculate_steering(acceleration : GSAITargetAcceleration) -> void:
var target_position : Vector3 = target.position

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@ -8,10 +8,6 @@ extends GSAISteeringBehavior
var target : GSAIAgentLocation
func _init(agent : GSAISteeringAgent, _target : GSAIAgentLocation).(agent) -> void:
self.target = _target
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.linear = ((target.position - agent.position).normalized() * agent.linear_acceleration_max)
acceleration.angular = 0

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@ -14,10 +14,6 @@ var decay_coefficient : float = 1.0
var _acceleration : GSAITargetAcceleration
func _init(agent : GSAISteeringAgent, proximity : GSAIProximity).(agent, proximity) -> void:
pass
func _calculate_steering(acceleration : GSAITargetAcceleration) -> void:
acceleration.set_zero()
self._acceleration = acceleration

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@ -9,10 +9,6 @@ var proximity : GSAIProximity
var _callback : FuncRef = funcref(self, "_report_neighbor")
func _init(agent : GSAISteeringAgent, _proximity : GSAIProximity).(agent) -> void:
self.proximity = _proximity
# Internal callback for the behavior to define whether or not a member is
# relevant
# @tags - virtual

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@ -15,7 +15,7 @@ var _nearest_point_on_segment : Vector3
var _nearest_point_on_path : Vector3
func _init(waypoints : Array, _is_open : bool = false) -> void:
func initialize(waypoints : Array, _is_open : bool = false) -> void:
self.is_open = _is_open
create_path(waypoints)
_nearest_point_on_segment = waypoints[0]
@ -115,7 +115,7 @@ func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, pos
return _nearest_point_on_segment.distance_squared_to(position)
# not exposed helper struct
class GSAISegment:
var begin: Vector3
var end: Vector3

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@ -14,11 +14,6 @@ var is_enabled : bool = true
# The AI agent on which the steering behavior bases its calculations.
var agent : GSAISteeringAgent
func _init(_agent: GSAISteeringAgent) -> void:
agent = _agent
# Sets the `acceleration` with the behavior's desired amount of acceleration.
func calculate_steering(acceleration: GSAITargetAcceleration) -> void:
if is_enabled:

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@ -5,10 +5,6 @@ extends GSAIProximity
class_name GSAIInfiniteProximity
func _init(agent: GSAISteeringAgent, agents: Array).(agent, agents) -> void:
pass
# Returns a number of neighbors based on a `callback` function.
#
# `_find_neighbors` calls `callback` for each agent in the `agents` array and

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@ -10,11 +10,6 @@ var agent : GSAISteeringAgent
var agents : Array = Array()
func _init(_agent: GSAISteeringAgent, _agents: Array) -> void:
self.agent = _agent
self.agents = _agents
# Returns a number of neighbors based on a `callback` function.
#
# `_find_neighbors` calls `callback` for each agent in the `agents` array and

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@ -11,11 +11,9 @@ var _last_frame : int = 0
var _scene_tree : SceneTree
func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agents) -> void:
self.radius = _radius
func _init() -> void:
_scene_tree = Engine.get_main_loop()
# Returns a number of neighbors based on a `callback` function.
#
# `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within