extends Sprite export(float) var character_speed = 400.0 var path = [] var agent : NavigationAgent2D func _ready() -> void: agent = get_node("NavigationAgent2D") agent.max_speed = 10 agent.connect("link_reached", self, "link_reached") agent.connect("navigation_finished", self, "navigation_finished") agent.connect("path_changed", self, "path_changed") agent.connect("target_reached", self, "target_reached") #agent.connect("velocity_computed", self, "velocity_computed") agent.connect("waypoint_reached", self, "waypoint_reached") func _physics_process(delta: float) -> void: var walk_distance = character_speed * delta position = agent.get_next_position() #print(agent.get_nav_path()) #if agent.is_navigation_finished(): # set_physics_process(false) func _unhandled_input(event): if not event.is_action_pressed("click"): return agent.target_position = get_local_mouse_position() print(agent.target_position) set_physics_process(true) #print(agent.get_nav_path()) func link_reached(details: Dictionary): print("link_reached") print(details) func navigation_finished(): print("navigation_finished") func path_changed(): print("path_changed") func target_reached(): print("target_reached") func velocity_computed(safe_velocity: Vector2): print("velocity_computed") print(safe_velocity) func waypoint_reached(details: Dictionary): print("waypoint_reached") print(details)