Backported from godot4: Add navigation tutorial links inside class doc

Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages.
- smix8
7506ecc5d9
This commit is contained in:
Relintai 2023-09-05 09:32:40 +02:00
parent 43c11fcdf5
commit 102ef3ac12
10 changed files with 10 additions and 0 deletions

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</description> </description>
<tutorials> <tutorials>
<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
<link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="agent_create"> <method name="agent_create">

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[b]Note:[/b] After [member target_position] is set, the [method get_next_path_position] function must be used once every physics frame to update the internal path logic of the NavigationAgent. The returned position from this function should be used as the next movement position for the agent's parent node. [b]Note:[/b] After [member target_position] is set, the [method get_next_path_position] function must be used once every physics frame to update the internal path logic of the NavigationAgent. The returned position from this function should be used as the next movement position for the agent's parent node.
</description> </description>
<tutorials> <tutorials>
<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="distance_to_target" qualifiers="const"> <method name="distance_to_target" qualifiers="const">

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[b]Note:[/b] After [member target_position] is set, the [method get_next_path_position] function must be used once every physics frame to update the internal path logic of the NavigationAgent. The returned position from this function should be used as the next movement position for the agent's parent node. [b]Note:[/b] After [member target_position] is set, the [method get_next_path_position] function must be used once every physics frame to update the internal path logic of the NavigationAgent. The returned position from this function should be used as the next movement position for the agent's parent node.
</description> </description>
<tutorials> <tutorials>
<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="distance_to_target" qualifiers="const"> <method name="distance_to_target" qualifiers="const">

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</description> </description>
<tutorials> <tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_polygon"> <method name="add_polygon">

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Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled). Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled).
</description> </description>
<tutorials> <tutorials>
<link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="bake_navigation_mesh"> <method name="bake_navigation_mesh">

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Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map. Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.
</description> </description>
<tutorials> <tutorials>
<link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_avoidance_layer_value" qualifiers="const"> <method name="get_avoidance_layer_value" qualifiers="const">

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Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map. Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.
</description> </description>
<tutorials> <tutorials>
<link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_avoidance_layer_value" qualifiers="const"> <method name="get_avoidance_layer_value" qualifiers="const">

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</description> </description>
<tutorials> <tutorials>
<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_outline"> <method name="add_outline">

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The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
</description> </description>
<tutorials> <tutorials>
<link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="bake_navigation_polygon"> <method name="bake_navigation_polygon">

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</description> </description>
<tutorials> <tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
<link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.md</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="agent_create"> <method name="agent_create">