Minor tweaks.
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@ -1,6 +1,9 @@
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# Godot 4+ specific ignores
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# Godot 4+ specific ignores
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.godot/
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.godot/
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# Addon ignores
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addons/.gdunit_update/
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# Godot-specific ignores
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# Godot-specific ignores
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.import/
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.import/
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export.cfg
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export.cfg
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@ -54,8 +54,6 @@ func _physics_process(_delta: float) -> void:
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if navigation_active:
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if navigation_active:
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var next_position:Vector3 = navigation_agent.get_next_path_position()
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var next_position:Vector3 = navigation_agent.get_next_path_position()
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print("distance to target: %s" % navigation_agent.distance_to_target())
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if navigation_agent.is_target_reached():
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if navigation_agent.is_target_reached():
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print ("Target reached. Distance: %s" % navigation_agent.distance_to_target())
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print ("Target reached. Distance: %s" % navigation_agent.distance_to_target())
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navigation_active = false
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navigation_active = false
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@ -70,6 +70,7 @@ unique_name_in_owner = true
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path_desired_distance = 0.1
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path_desired_distance = 0.1
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target_desired_distance = 0.1
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target_desired_distance = 0.1
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simplify_path = true
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simplify_path = true
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radius = 0.25
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debug_enabled = true
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debug_enabled = true
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[connection signal="body_entered" from="PlayerDetection" to="." method="_on_player_detection_body_entered"]
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[connection signal="body_entered" from="PlayerDetection" to="." method="_on_player_detection_body_entered"]
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