#ifndef GSAISPECIALIZEDAGENT_H #define GSAISPECIALIZEDAGENT_H class GSAISpecializedAgent : public GSAISteeringAgent { GDCLASS(GSAISpecializedAgent, GSAISteeringAgent); public: bool get_calculate_velocities() const; void set_calculate_velocities(const bool val); bool get_apply_linear_drag() const; void set_apply_linear_drag(const bool val); bool get_apply_angular_drag() const; void set_apply_angular_drag(const bool val); float get_linear_drag_percentage() const; void set_linear_drag_percentage(const float val); float get_angular_drag_percentage() const; void set_angular_drag_percentage(const float val); float get_last_orientation() const; void set_last_orientation(const float val); bool get_applied_steering() const; void set_applied_steering(const bool val); void apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta); void _apply_steering(const GSAITargetAcceleration &_acceleration, const float _delta); GSAISpecializedAgent(); ~GSAISpecializedAgent(); protected: static void _bind_methods(); // A base class for a specialized steering agent that updates itself every frame // so the user does not have to. All other specialized agents derive from this. // @category - Specialized agents // @tags - abstract // If `true`, calculates linear and angular velocities based on the previous // frame. When `false`, the user must keep those values updated. bool calculate_velocities = true; // If `true`, interpolates the current linear velocity towards 0 by the // `linear_drag_percentage` value. // Does not apply to `RigidBody` and `RigidBody2D` nodes. bool apply_linear_drag = true; // If `true`, interpolates the current angular velocity towards 0 by the // `angular_drag_percentage` value. // Does not apply to `RigidBody` and `RigidBody2D` nodes. bool apply_angular_drag = true; // The percentage between the current linear velocity and 0 to interpolate by if // `apply_linear_drag` is true. // Does not apply to `RigidBody` and `RigidBody2D` nodes. float linear_drag_percentage = 0.0; // The percentage between the current angular velocity and 0 to interpolate by if // `apply_angular_drag` is true. // Does not apply to `RigidBody` and `RigidBody2D` nodes. float angular_drag_percentage = 0.0; float last_orientation = 0.0; bool applied_steering = false; // Moves the agent's body by target `acceleration`. // @tags - virtual }; #endif