godot-steering-ai-framework/godot/Demos/GroupBehaviors/Spawner.gd
2020-08-23 12:25:09 -04:00

74 lines
1.7 KiB
GDScript

extends Node2D
export var member: PackedScene
func setup(
linear_speed_max: float,
linear_accel_max: float,
proximity_radius: float,
separation_decay_coefficient: float,
cohesion_strength: float,
separation_strength: float,
show_proximity_radius: bool
) -> void:
var followers := []
for i in range(19):
var follower := member.instance()
add_child(follower)
follower.position += Vector2(rand_range(-60, 60), rand_range(-60, 60))
followers.append(follower)
follower.setup(
linear_speed_max,
linear_accel_max,
proximity_radius,
separation_decay_coefficient,
cohesion_strength,
separation_strength
)
if i == 0 and show_proximity_radius:
follower.draw_proximity = true
follower.update()
var agents := []
for i in followers:
agents.append(i.agent)
for i in followers:
i.proximity.agents = agents
func set_linear_speed_max(value: float) -> void:
for child in get_children():
child.agent.linear_speed_max = value
func set_linear_accel_max(value: float) -> void:
for child in get_children():
child.agent.linear_acceleration_max = value
func set_proximity_radius(value: float) -> void:
for child in get_children():
child.proximity.radius = value
if child == get_child(0):
child.update()
func set_show_proximity_radius(value: bool) -> void:
get_child(0).draw_proximity = value
get_child(0).update()
func set_separation_decay_coef(value: float) -> void:
for child in get_children():
child.separation.decay_coefficient = value
func set_cohesion_strength(value: float) -> void:
for child in get_children():
child.blend.get_behavior_at(1).weight = value
func set_separation_strength(value: float) -> void:
for child in get_children():
child.blend.get_behavior_at(0).weight = value