extends KinematicBody2D var _velocity := Vector2.ZERO 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) func setup( path_offset: float, predict_time: float, accel_max: float, speed_max: float, decel_radius: float, arrival_tolerance: float ) -> void: owner.drawer.connect("path_established", self, "_on_Drawer_path_established") follow.path_offset = path_offset follow.prediction_time = predict_time follow.deceleration_radius = decel_radius follow.arrival_tolerance = arrival_tolerance agent.linear_acceleration_max = accel_max agent.linear_speed_max = speed_max agent.linear_drag_percentage = _drag func _physics_process(delta: float) -> void: if _valid: follow.calculate_steering(_accel) agent._apply_steering(_accel, delta) func _on_Drawer_path_established(points: Array) -> void: var positions := PoolVector3Array() for p in points: positions.append(Vector3(p.x, p.y, 0)) path.create_path(positions) _valid = true