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47 lines
1.5 KiB
GDScript3
47 lines
1.5 KiB
GDScript3
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extends Navigation2D
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export(float) var character_speed = 400.0
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var path = []
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onready var character = $Character
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func _process(delta):
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var walk_distance = character_speed * delta
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move_along_path(walk_distance)
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# The "click" event is a custom input action defined in
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# Project > Project Settings > Input Map tab.
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func _unhandled_input(event):
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if not event.is_action_pressed("click"):
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return
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_update_navigation_path(character.position, get_local_mouse_position())
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func move_along_path(distance):
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var last_point = character.position
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while path.size():
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var distance_between_points = last_point.distance_to(path[0])
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# The position to move to falls between two points.
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if distance <= distance_between_points:
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character.position = last_point.linear_interpolate(path[0], distance / distance_between_points)
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return
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# The position is past the end of the segment.
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distance -= distance_between_points
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last_point = path[0]
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path.remove(0)
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# The character reached the end of the path.
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character.position = last_point
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set_process(false)
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func _update_navigation_path(start_position, end_position):
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# get_simple_path is part of the Navigation2D class.
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# It returns a PoolVector2Array of points that lead you
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# from the start_position to the end_position.
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path = get_simple_path(start_position, end_position, true)
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# The first point is always the start_position.
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# We don't need it in this example as it corresponds to the character's position.
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path.remove(0)
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set_process(true)
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