godot-steering-ai-framework/godot/Demos/GroupBehaviors/Spawner.gd
2023-01-13 20:30:27 +01:00

93 lines
2.2 KiB
GDScript

extends Node2D
export var member: PackedScene
func follower_input_event(
viewport: Node,
event: InputEvent,
shape_idx: int,
follower: KinematicBody2D
) -> void:
if event.is_action_pressed("click"):
for other in get_children():
if other.draw_proximity:
other.draw_proximity = false
other.update()
follower.draw_proximity = true
follower.update()
move_child(follower, get_child_count())
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 : KinematicBody2D = 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()
follower.connect("input_event", self, "follower_input_event", [follower])
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(1).weight = value
func set_separation_strength(value: float) -> void:
for child in get_children():
child.blend.get_behavior(0).weight = value