mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-12-24 05:37:15 +01:00
48 lines
1.2 KiB
GDScript
48 lines
1.2 KiB
GDScript
extends KinematicBody2D
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var _velocity := Vector2.ZERO
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var _accel := GSTTargetAcceleration.new()
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var _valid := false
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var _drag := 0.1
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var path := GSTPath.new([
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Vector3(global_position.x, global_position.y, 0),
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Vector3(global_position.x, global_position.y, 0)
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], true)
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onready var follow := GSTFollowPath.new(agent, path, 0, 0)
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func setup(
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path_offset: float,
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predict_time: float,
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accel_max: float,
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speed_max: float,
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decel_radius: float,
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arrival_tolerance: float
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) -> void:
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owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
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follow.path_offset = path_offset
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follow.prediction_time = predict_time
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follow.deceleration_radius = decel_radius
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follow.arrival_tolerance = arrival_tolerance
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agent.linear_acceleration_max = accel_max
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agent.linear_speed_max = speed_max
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agent.linear_drag_percentage = _drag
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func _physics_process(delta: float) -> void:
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if _valid:
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follow.calculate_steering(_accel)
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agent._apply_steering(_accel, delta)
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func _on_Drawer_path_established(points: Array) -> void:
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var points3 := []
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for p in points:
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points3.append(Vector3(p.x, p.y, 0))
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path.create_path(points3)
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_valid = true
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