Fixed tile masks, made path smoothing optional.
parent
a5a94d1b89
commit
06b808c10d
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@ -8,6 +8,8 @@ using GodotComponentTest.utils;
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/// <summary>
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/// </summary>
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public class NavigationComponent : Spatial {
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[Export] public bool PathSmoothing = false;
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public World World { set; get; }
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public Vector3 CurrentGoalPositionWorld { get; private set; } = Vector3.Zero;
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public float CurrentGoalAngleWorld { get; private set; }
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@ -15,7 +17,7 @@ public class NavigationComponent : Spatial {
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private NavigationPoint _currentGoal;
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private HexCell[] _path;
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private List<NavigationPoint> _pathWorldNavigationPoints = new();
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private List<NavigationPoint> _planningPathSmoothedWorldNavigationPoints = new();
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private List<NavigationPoint> _activePathWorldNavigationPoints = new();
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private List<NavigationPoint> _planningPathWorldNavigationPoints = new();
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private List<NavigationPoint> _smoothedPathWorldNavigationPoints = new();
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@ -46,7 +48,7 @@ public class NavigationComponent : Spatial {
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GD.Print("Invalid starting point for FindPath(): returning empty path.");
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_planningPathWorldNavigationPoints = new List<NavigationPoint>();
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_planningPathWorldNavigationPoints.Add(new NavigationPoint(fromPositionWorld));
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_planningPathSmoothedWorldNavigationPoints = _planningPathWorldNavigationPoints;
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_activePathWorldNavigationPoints = _planningPathWorldNavigationPoints;
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return;
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}
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@ -57,7 +59,7 @@ public class NavigationComponent : Spatial {
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GD.Print("Invalid target point for FindPath(): returning empty path.");
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_planningPathWorldNavigationPoints = new List<NavigationPoint>();
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_planningPathWorldNavigationPoints.Add(new NavigationPoint(fromPositionWorld));
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_planningPathSmoothedWorldNavigationPoints = _planningPathWorldNavigationPoints;
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_activePathWorldNavigationPoints = _planningPathWorldNavigationPoints;
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return;
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}
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@ -79,11 +81,19 @@ public class NavigationComponent : Spatial {
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}
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// Perform smoothing
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_planningPathSmoothedWorldNavigationPoints = World.SmoothPath(entity, _planningPathWorldNavigationPoints);
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if (PathSmoothing)
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{
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_activePathWorldNavigationPoints = World.SmoothPath(entity, _planningPathWorldNavigationPoints);
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}
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else
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{
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_activePathWorldNavigationPoints = _planningPathWorldNavigationPoints;
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}
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// Ensure starting point is the current position
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if (_planningPathSmoothedWorldNavigationPoints.Count > 0) {
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_planningPathSmoothedWorldNavigationPoints[0] = new NavigationPoint(fromPositionWorld);
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if (_activePathWorldNavigationPoints.Count > 0) {
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_activePathWorldNavigationPoints[0] = new NavigationPoint(fromPositionWorld);
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}
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}
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@ -91,7 +101,7 @@ public class NavigationComponent : Spatial {
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FindPath(entity, fromPositionWorld, navigationPoint.WorldPosition);
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_planningPathWorldNavigationPoints[_planningPathWorldNavigationPoints.Count - 1] = navigationPoint;
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_planningPathSmoothedWorldNavigationPoints[_planningPathSmoothedWorldNavigationPoints.Count - 1] =
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_activePathWorldNavigationPoints[_activePathWorldNavigationPoints.Count - 1] =
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navigationPoint;
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}
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@ -277,7 +287,7 @@ public class NavigationComponent : Spatial {
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}
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public void ActivatePlannedPath() {
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_pathWorldNavigationPoints = _planningPathSmoothedWorldNavigationPoints;
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_pathWorldNavigationPoints = _activePathWorldNavigationPoints;
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UpdateCurrentGoal();
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}
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@ -384,7 +394,7 @@ public class NavigationComponent : Spatial {
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}
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previousPoint = parentNode.GlobalTranslation;
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foreach (NavigationPoint point in _planningPathSmoothedWorldNavigationPoints) {
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foreach (NavigationPoint point in _activePathWorldNavigationPoints) {
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debugGeometry.SetColor(new Color(1, 1, 0));
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debugGeometry.AddVertex(previousPoint + yOffset);
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debugGeometry.AddVertex(point.WorldPosition + yOffset);
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@ -4,9 +4,9 @@ using Godot;
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public class Entity : KinematicBody {
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[Flags]
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public enum EntityMaskEnum {
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Obstacle = 1 << 1,
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Ground = 1 << 2,
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Water = 1 << 3
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Obstacle = 1 << 0,
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Ground = 1 << 1,
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Water = 1 << 2
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}
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[Export(PropertyHint.Flags, "Obstacle,Ground,Water")]
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@ -9,17 +9,17 @@
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config_version=4
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_global_script_classes=[ {
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"base": "Reference",
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"base": "Node",
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"class": "ClickableComponent",
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"language": "GDScript",
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"path": "res://components/ClickableComponent.gd"
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}, {
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"base": "Reference",
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"base": "KinematicBody2D",
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"class": "CollisionLine",
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"language": "GDScript",
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"path": "res://utils/CollisionLine.gd"
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}, {
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"base": "Reference",
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"base": "Node",
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"class": "ColorComponent",
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"language": "GDScript",
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"path": "res://components/ColorComponent.gd"
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@ -54,7 +54,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://utils/SpringDamper.gd"
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}, {
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"base": "Reference",
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"base": "Sprite",
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"class": "TintedSpriteComponent",
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"language": "GDScript",
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"path": "res://components/TintedSpriteComponent.gd"
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@ -373,7 +373,6 @@ input_ray_pickable = false
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[node name="Chest" parent="Entities" instance=ExtResource( 11 )]
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transform = Transform( -0.825665, 0, 0.56416, 0, 1, 0, -0.56416, 0, -0.825665, -3.27709, 0, 1.02593 )
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EntityMask = 3
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[node name="World" parent="." instance=ExtResource( 7 )]
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@ -489,7 +489,10 @@ public class World : Spatial {
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nextHexCost = 0;
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}
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}
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// GD.Print("Could not find tile type info for color " + tileTypeColor);
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else
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{
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GD.Print("Could not find tile type info for color " + tileTypeColor);
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}
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}
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return nextHexCost;
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