// Called when the node enters the scene tree for the first time. public override void _Ready() { RequestPathEvent.RegisterListener(GetPath); nav2D = GetNode <Navigation2D>("../Nav2D"); //Get the ti;e map and the naviation map here }
private void Awake() { nav = GetComponent <Navigation2D>(); pos1 += transform.position; pos2 += transform.position; inView = false; }
public Move(Mob ownerMob, Mob targetMob) : base(ownerMob, targetMob, "Move") { OwnerMob = ownerMob; TargetMob = targetMob; NavigationMap = OwnerMob.GetNode <Navigation2D>("/root/Game/NavigationMap"); DebugPathLine = OwnerMob.GetNode <Line2D>("/root/Game/UI/DebugPathLine"); }
public override void _Ready() { navmesh = GetNode("NavMesh") as Navigation2D; tempBar = 0; spawnerCount = GetNode("Spawners").GetChildren().Length; GD.Print(spawnerCount); }
} = 48; //Allowable distance from player 0 on spawn public override void _Ready() { nav = (Navigation2D)GetNodeOrNull("Navigation2D"); MapLoader.GetCurrentMap(true); //Called here due to timing issues w the MapLoader class MapLoader.FocusCameraAtEntry(); GM.AddPartyToMap(this); }
public override void OnInspectorGUI() { DrawDefaultInspector(); Navigation2D navigation2d = (Navigation2D)target; if (GUILayout.Button("Generate")) { navigation2d.GenererateNavGrid(); } }
private void Awake() { if (instance != null) { Destroy(this); Debug.Log("Multiples instances of Navigation2D"); return; } instance = this; GenererateNavGrid(); }
public override void _Ready() { base._Ready(); _timer = GetNode <Timer>("Game/Timer"); _spawner = GetNode <Position2D>("Game/Spawner"); _targer = GetNode <Position2D>("Game/Target"); _enemies = GetNode <Node>("Game/Map"); _navigagtion = GetNode <Navigation2D>("Game/Map/Navigation2D"); _timer.Connect("timeout", this, nameof(OnSpawn)); }
public override void _Ready() { this.currentHealth = this.maxHealth; this.nav = GetTree().Root.GetNode <Navigation2D>("Main/Game/Navigation2D"); this.player = GetTree().Root.GetNode <KinematicBody2D>("Main/Game/Player"); pathTicker = new Timer(); // Add timer as a child to properly dispose of it when the enemy dies. this.AddChild(pathTicker); pathTicker.WaitTime = pathTickInterval; pathTicker.Connect("timeout", this, nameof(FindPath)); pathTicker.Start(); }
public override void _Ready() { Instance = this; EntitiesLayer = GetNode <YSort>("Entities"); EffectsLayer = GetNode <YSort>("Effects"); FloatersLayer = GetNode <Node>("Floaters"); Camera = GetNode <Camera2D>("Camera2D"); _resourcePreloader = GetNode <ResourcePreloader>("ResourcePreloader"); _navigation = GetNode <Navigation2D>("Navigation2D"); UpdateNavigationMesh(); }
public override void _Ready() { base._Ready(); _destinations = Global.Destinations; _navigation2D = Global.GlobalNavigation2D; foreach (Position2D position2 in _destinations.GetChildren()) { _possibleDestinations.Add(position2.GlobalPosition); } // _possible_destinations = new Array<Node>(_destinations.GetChildren()).ToList(); // _possible_destinations = (from node2d in GetChildren().Cast<Node2D>() select node2d.Position).ToList(); MakePath(); }
public void Init(int mapIndex) { if (mapIndex == 1) { this.navigation2D = (Navigation2D)FireSnakeMapScene.Instance(); AddChild(navigation2D); startingPosition = new Vector2[2]; startingPositionCount = 2; startingPosition[0] = new Vector2(3008, 0); startingPosition[1] = new Vector2(3008, -128); weaponUpgradeTileIndex = 20; shieldTileIndex = 21; floorTileIndex = 22; } else if (mapIndex == 2) { this.navigation2D = (Navigation2D)MountainMapScene.Instance(); AddChild(navigation2D); startingPosition = new Vector2[3]; startingPositionCount = 3; startingPosition[0] = new Vector2(-1408, 1664); startingPosition[1] = new Vector2(-64, 1664); startingPosition[2] = new Vector2(1152, 1664); weaponUpgradeTileIndex = 17; shieldTileIndex = 18; floorTileIndex = 19; } else { this.navigation2D = (Navigation2D)ThePitMapScene.Instance(); AddChild(navigation2D); startingPosition = new Vector2[4]; startingPositionCount = 4; startingPosition[0] = new Vector2(2100, 0); startingPosition[1] = new Vector2(-2100, 0); startingPosition[2] = new Vector2(0, 2100); startingPosition[3] = new Vector2(0, -2100); weaponUpgradeTileIndex = 20; shieldTileIndex = 21; floorTileIndex = 22; } this.tileMap = navigation2D.GetNode <TileMap>("TileMap"); }
/* INPUT MANAGEMENT */ public static void MapClick(Vector2 location, Navigation2D nav = null) { foreach (PlayerCharacter pc in _lcm.Selected) { pc.AttackTarget = null; if (nav != null) { pc.AddToPath(nav.GetSimplePath(pc.Position, location), Input.IsActionPressed("modify")); } else { pc.AddToPath(new Vector2[] { location }, Input.IsActionPressed("modify")); } } }
private void UpdatePath() { if (_navigation2D == null) { if (GameManager.Instance.SceneManager.CurrentLevel != null) { _navigation2D = GameManager.Instance.SceneManager.CurrentLevel.Navigation2D; } else { return; } } _path = _navigation2D.GetSimplePath(Position, GameManager.Instance.Player.Position).ToList(); }
public override void _Ready() { var redGoal = GetNode <Area2D>("RedGoal"); var blueGoal = GetNode <Area2D>("BlueGoal"); var blueBallDrop = GetNode <Area2D>("BlueBallDrop"); var redBallDrop = GetNode <Area2D>("RedBallDrop"); BlueBallDropSpawnPoint = GetNode <Position2D>("BlueBallDrop/SpawnPoint"); RedBallDropSpawnPoint = GetNode <Position2D>("RedBallDrop/SpawnPoint"); RedScorePosition = GetNode <Position2D>("Positions/RedScorePosition"); RedPickupPosition = GetNode <Position2D>("Positions/RedPickupPosition"); RedNavigation = GetNode <Navigation2D>("RedNav"); blueGoal.Connect("body_entered", this, nameof(OnBlueGoalBodyEntered)); redGoal.Connect("body_entered", this, nameof(OnRedGoalBodyEntered)); blueBallDrop.Connect("body_entered", this, nameof(OnBlueBallDropBodyEntered)); redBallDrop.Connect("body_entered", this, nameof(OnRedBallDropBodyEntered)); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { GD.Print("doing ready on " + this.Name); floor = GetNode("Navigation2D/TileMap") as TileMap; pathmaker = GetNode("Navigation2D") as Navigation2D; Vector2 startPoint = pathmaker.GetClosestPoint(new Vector2(25, 25)); Vector2 endPoint = pathmaker.GetClosestPoint(new Vector2(350, 25)); //var difDemoPath = pathmaker.GetSimplePath(startPoint,endPoint, true) as Godot.Collections.Array<Vector2>; Vector2[] demoPath = pathmaker.GetSimplePath(startPoint, endPoint, true); GD.Print(demoPath.ToString()); foreach (var point in demoPath) { GD.Print("raw points: " + point); GD.Print("tilepoints: " + floor.WorldToMap(point)); } base._Ready(); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { buildObstacles(); random = new RandomNumberGenerator(); gameStates = (GameStates)GetNode("/root/GAMESTATES"); Navigation2D navigation2D = (Navigation2D)GetNode("Navigation2D"); Input.SetCustomMouseCursor(GD.Load("res://assets/ui/blue_cross.png"), Input.CursorShape.Arrow, new Vector2(16, 16)); // AudioManager audioManager = (AudioManager)GetNode("/root/AUDIOMANAGER"); // audioManager.playMusic(musicClip); // After receiving and fully decoding a new snapshot, apply it to the game world this.Connect(nameof(SnapshotReceivedSignal), this, nameof(applySnapshot)); network = (Network)GetNode("/root/NETWORK"); network.Connect("DisconnectedSignal", this, nameof(onDisconnected)); if (GetTree().IsNetworkServer()) { network.Connect("PlayerRemovedSignal", this, "onPlayerRemoved"); } // Spawn the players if (GetTree().IsNetworkServer()) { aStarSolver = new RaycastAStar(); spwanPlayer(convertToString(network.gamestateNetworkPlayer, 1)); // The amount doesn't matter because it will be calculated in the function body syncBots(-1); } else { RpcId(1, nameof(spwanPlayer), convertToString(network.gamestateNetworkPlayer, -1)); } }
public virtual void Awake() { nav = GetComponent <Navigation2D>(); anim = GetComponent <Animator>(); }
/** * We used this to get the paths from a navigation2d and then tell it where we wanted it to go. * Nav2D path finding is a little wonky because it ignores objects and it's best that you do something like * custom points for added padding. I'm sure custom coding could make this much nicer */ public void old_SetPaths(Navigation2D nav, Vector2 dest) { var paths = nav.GetSimplePath(Position, dest, false); _paths = paths.Skip(1).Take(paths.Length - 1).ToArray(); }
public override void _Ready() { // Called every time the node is added to the scene. // Initialization here updateHud(); _navigation2D = GetNode <Navigation2D>("VBoxContainer/Screenbox/Ship/Navigation2D"); //// generate character sprite nodes //// //base._Ready(); var navnode = (Node2D)GetNode("VBoxContainer/Screenbox/Ship/Navigation2D/NavigationPolygonInstance/Node2D"); var burnButton = (Button)GetNode("VBoxContainer/HBoxContainer/VBoxContainer2/LaunchButton"); burnButton.Connect("pressed", this, nameof(_BurnEngines)); var buildingsButton = (Button)GetNode("VBoxContainer/HBoxContainer/VBoxContainer2/ViewBuildings"); buildingsButton.Connect("pressed", this, nameof(_ViewBuildings)); Texture spritetex = ResourceLoader.Load("res://char.png") as Texture; if (spritetex != null) { // Sprite[] _sprite = new Sprite[numChars]; // Create a new sprite! Area2D[] _spParent = new Area2D[numChars]; // Create a new sprite! Button[] _texbut = new Button[numChars]; // Create a new sprite! int i = 0; Vector2 position = new Vector2(); Vector2 size = new Vector2(); size.x = 8; size.y = 8; var but = (Button)GetNode("VBoxContainer/Screenbox/Ship/Navigation2D/NavigationPolygonInstance/Node2D/CharButton"); foreach (var c in gs.ship.Characters) { if (!c.hired) { continue; } _spParent[i] = new Area2D(); navnode.AddChild(_spParent[i]); //_spParent[i]. _texbut[i] = new Button(); // _sprite[i] = new Sprite(); // _texbut[i].AddChild(_sprite[i]); _spParent[i].AddChild(_texbut[i]); // Add it as a child of this node. // CollisionShape2D _c2D = new CollisionShape2D(); //_c2D.Scale = size; position.x = c.pos_x; position.y = c.pos_y; // _sprite[i].SetTexture(spritetex); _spParent[i].SetGlobalPosition(position); _spParent[i].SetPosition(position); _spParent[i].SetName("char_" + i); //GD.Print(_spParent[i].Position.x + " " + _spParent[i].Position.y); _texbut[i].SetName("but_" + i); _texbut[i].SetSize(size); _texbut[i].SetButtonIcon(spritetex); _texbut[i].Connect("pressed", this, nameof(_ClickedChar), new Godot.Collections.Array() { i }); //_spParent[i]._InputEvent(this,@event,i); moveNode[i] = true; i = i + 1; } } _timer = new Timer(); AddChild(_timer); _timer.Connect("timeout", this, "onTimerTimeout"); _timer.SetWaitTime(1); _timer.SetOneShot(false); _timer.Start(); }
public override void _Ready() { navigation2D = GetNode <Navigation2D>("Navigation2D"); player = GetNode <Player>("Player"); line2D = GetNode <Line2D>("Line2D"); }
public override void _Ready() { base._Ready(); navigator = this.GetChild <Navigation2D>(); }
public override void _Ready() { //Viewport. wavePauseTimer = GetNode <Timer>("WavePauseTimer"); wave = LoadWave(waveCount - 1); //ASSIGN WORLD GRID worldGrid = FindNode("WorldGrid") as TileMap; //LOAD TOWER SCENE towerScenes.Add("Tower", (PackedScene)ResourceLoader.Load("res://Scenes/Towers/Tower.tscn")); towerCosts.Add("Tower", 40); towerScenes.Add("Shoot", (PackedScene)ResourceLoader.Load("res://Scenes/Towers/Shoot.tscn")); towerCosts.Add("Shoot", 40); towerScenes.Add("Mortar", (PackedScene)ResourceLoader.Load("res://Scenes/Towers/Mortar.tscn")); towerCosts.Add("Mortar", 50); towerScenes.Add("Shotgun", (PackedScene)ResourceLoader.Load("res://Scenes/Towers/Shotgun.tscn")); towerCosts.Add("Shotgun", 60); //LOAD ENEMY SCENE enemyScenes.Add("Enemy", (PackedScene)ResourceLoader.Load("res://Scenes/Enemies/Enemy.tscn")); enemyScenes.Add("EnemyBig", (PackedScene)ResourceLoader.Load("res://Scenes/Enemies/EnemyBig.tscn")); enemyScenes.Add("Goblin", (PackedScene)ResourceLoader.Load("res://Scenes/Enemies/Goblin.tscn")); enemyScenes.Add("Elephant", (PackedScene)ResourceLoader.Load("res://Scenes/Enemies/Elephant.tscn")); enemyScenes.Add("Fast", (PackedScene)ResourceLoader.Load("res://Scenes/Enemies/Fast.tscn")); enemyScenes.Add("Carriage", (PackedScene)ResourceLoader.Load("res://Scenes/Enemies/Carriage.tscn")); //PATH FINDING debugLine = FindNode("DebugLine") as Line2D; debugLineSnapped = FindNode("DebugLineSnapped") as Line2D; nav2d = GetNode <Navigation2D>("Navigation2D"); spawn = GetNode <Node2D>("Spawn"); goal = GetNode <Node2D>("ParasitNiklas"); path = nav2d.GetSimplePath(spawn.GetGlobalPosition(), goal.GetGlobalPosition(), false); debugLine.Points = path; bDL = FindNode("bDL") as Line2D; //ALIGN PATH TO GRID GD.Print(path.Length); path = PathSnapToGrid(path); GD.Print(path.Length); debugLineSnapped.Points = path; money = GetTree().GetRoot().GetNode("World").FindNode("Money") as Label; GD.Print(money.GetName()); health = GetTree().GetRoot().GetNode("World").FindNode("Health") as Label; GD.Print(health.GetName()); EarnMoney(100); UpdateHealth(1000); Tuple <Vector2, int> tuple = BackTrackPath(path, worldGrid.MapToWorld(new Vector2(8, 6)), 24, 3); GD.Print("btpi: ", tuple.Item2); }
public override void _Ready() { PlayerToken = (WorldMapToken)GetNodeOrNull("Player"); navigation = (Navigation2D)GetNode("Navigation2D"); }
public void giveNavigation2D(Navigation2D navigation2D) { this.navigation2D = navigation2D; }
public override void _Ready() { AnimationTree = GetNode <AnimationTree>("AnimationTree"); AnimationMode = (AnimationNodeStateMachinePlayback)AnimationTree.Get("parameters/playback"); _navigation2D = GetNode <Navigation2D>("/root/Map/Game/Navigation2D"); }
public override void _Ready() { Navigation2D = GetNode <Navigation2D>("Navigation2D"); _ySort = GetNode <YSort>("YSort"); _playerSpawnPosition = GetNode <Node2D>("PlayerSpawn").GlobalPosition; }