The PathNavigatorForKinematicBody node can take a KinematicBody as a child and move it along its path. It doesn't strictly follow the path though, but also avoids obstacles according to the Navigation (with its Navmesh). How the Navigation node is fetched will be changed using Groups later, the current structure is temporary. A PathTestWorld has been added for testing this behavior, as well as a basic Meldewesen.
76 lines
2.1 KiB
GDScript
76 lines
2.1 KiB
GDScript
extends Path
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var _current_nav_path: PoolVector3Array
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var _current_nav_index = 0
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var _current_path_index = 1
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var _arrived_distance_threshold = 0.1
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export(float) var speed = 8
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export(NodePath) var navigation_nodepath
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export(NodePath) var body_nodepath
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var navigation: Navigation
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var body: KinematicBody
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func _ready():
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navigation = get_node(navigation_nodepath) as Navigation
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body = get_node(body_nodepath) as KinematicBody
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# Initialize the position
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body.transform.origin = curve.get_point_position(0)
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# Get the first goal
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_get_new_navigation()
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func _process(delta):
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var current_goal = _get_current_goal()
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# Move towards the current goal
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var direction = (current_goal - _get_body_position()).normalized()
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body.move_and_slide(direction * speed)
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# Look towards that goal as well
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body.look_at(_get_body_position() + direction, Vector3.UP)
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# Returns the point we should currently be moving towards
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func _get_current_goal():
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# If we haven't arrived at the current goal, then that's still the goal
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if _current_nav_path[_current_nav_index].distance_to(_get_body_position()) > _arrived_distance_threshold:
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return _current_nav_path[_current_nav_index]
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if _current_nav_index < _current_nav_path.size() - 1:
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# We still have points left in the current navigation -> use the next one
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_current_nav_index += 1
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else:
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# We're done following the current navigation to the next path point
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if _current_path_index < curve.get_point_count() - 1:
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# We still have points left in the path -> use the next one and generate the navigation to it
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_current_path_index += 1
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else:
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# We're done following the path -> Go back to the start
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_current_nav_index = 0
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_current_path_index = 0
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_get_new_navigation()
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return _current_nav_path[_current_nav_index]
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# Reset the navigation and build a new one for the current path index
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func _get_new_navigation():
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_current_nav_index = 0
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var goal = curve.get_point_position(_current_path_index)
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_current_nav_path = navigation.get_simple_path(_get_body_position(), goal)
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# Return the current position of the body we're controlling
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func _get_body_position():
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return body.transform.origin
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