mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2025-01-22 10:27:19 +01:00
1a37b2bee0
Used `var variable := 0.0` as discussed in the Godot issue, instead of `var variable: = 0.0`. Mostly these are minor/cosmetic changes, but I've also reorganized the folder structure (naming of folders) to reflect our guidelines, plus made some minor changes to the demo codes. Still work in progress.
69 lines
1.6 KiB
GDScript
69 lines
1.6 KiB
GDScript
extends Node2D
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onready var spawner := $Spawner
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export var max_linear_speed := 100.0 setget set_max_linear_speed
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export var max_linear_accel := 25.0 setget set_max_linear_accel
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export var proximity_radius := 140.0 setget set_proximity_radius
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export var show_proximity_radius := true setget set_show_proximity_radius
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export var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef
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export var cohesion_strength := 0.3 setget set_cohesion_strength
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export var separation_strength := 1.5 setget set_separation_strength
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func set_max_linear_speed(value: float) -> void:
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if not is_inside_tree():
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return
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max_linear_speed = value
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spawner.set_max_linear_speed(value)
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func set_max_linear_accel(value: float) -> void:
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if not is_inside_tree():
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return
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max_linear_accel = value
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spawner.set_max_linear_accel(value)
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func set_proximity_radius(value: float) -> void:
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if not is_inside_tree():
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return
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proximity_radius = value
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spawner.set_proximity_radius(value)
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func set_show_proximity_radius(value: bool) -> void:
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if not is_inside_tree():
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return
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show_proximity_radius = value
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spawner.set_show_proximity_radius(value)
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func set_separation_decay_coef(value: float) -> void:
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if not is_inside_tree():
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return
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separation_decay_coefficient = value
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spawner.set_separation_decay_coef(value)
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func set_cohesion_strength(value: float) -> void:
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if not is_inside_tree():
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return
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cohesion_strength = value
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spawner.set_cohesion_strength(value)
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func set_separation_strength(value: float) -> void:
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if not is_inside_tree():
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return
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separation_strength = value
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spawner.set_separation_strength(value)
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