From 99677ea448017c0645a5eaa3f0324bfff8cbd740 Mon Sep 17 00:00:00 2001 From: smix8 <52464204+smix8@users.noreply.github.com> Date: Wed, 3 Jan 2024 23:00:21 +0100 Subject: [PATCH] Add script example for NavigationLink Adds a script example how to create NavigationLinks with the NavigationServer. --- .../navigation_using_navigationlinks.rst | 68 +++++++++++++++++++ 1 file changed, 68 insertions(+) diff --git a/tutorials/navigation/navigation_using_navigationlinks.rst b/tutorials/navigation/navigation_using_navigationlinks.rst index 1358c305eb4..44a81e8a17a 100644 --- a/tutorials/navigation/navigation_using_navigationlinks.rst +++ b/tutorials/navigation/navigation_using_navigationlinks.rst @@ -51,3 +51,71 @@ The visibility of the debug can also be controlled in the Editor 3D Viewport giz A navigation link does not provide any automated movement through the link. Instead, when an agent reaches the position of a link, game code needs to react (e.g. through area triggers) and provide means for the agent to move through the link to end up at the links other position (e.g. through teleport or animation) to continue along the path. + +Navigation link script templates +-------------------------------- + +The following script uses the NavigationServer to create a new navigation link. + +.. tabs:: + .. code-tab:: gdscript 2D GDScript + + extends Node2D + + var link_rid: RID + var link_start_position: Vector2 + var link_end_position: Vector2 + + func _ready() -> void: + link_rid = NavigationServer2D.link_create() + + var link_owner_id: int = get_instance_id() + var link_enter_cost: float = 1.0 + var link_travel_cost: float = 1.0 + var link_navigation_layers: int = 1 + var link_bidirectional: bool = true + + NavigationServer2D.link_set_owner_id(link_rid, link_owner_id) + NavigationServer2D.link_set_enter_cost(link_rid, link_enter_cost) + NavigationServer2D.link_set_travel_cost(link_rid, link_travel_cost) + NavigationServer2D.link_set_navigation_layers(link_rid, link_navigation_layers) + NavigationServer2D.link_set_bidirectional(link_rid, link_bidirectional) + + # Enable the link and set it to the default navigation map. + NavigationServer2D.link_set_enabled(link_rid, true) + NavigationServer2D.link_set_map(link_rid, get_world_2d().get_navigation_map()) + + # Move the 2 link positions to their intended global positions. + NavigationServer2D.link_set_start_position(link_rid, link_start_position) + NavigationServer2D.link_set_end_position(link_rid, link_end_position) + + .. code-tab:: gdscript 3D GDScript + + extends Node3D + + var link_rid: RID + var link_start_position: Vector3 + var link_end_position: Vector3 + + func _ready() -> void: + link_rid = NavigationServer3D.link_create() + + var link_owner_id: int = get_instance_id() + var link_enter_cost: float = 1.0 + var link_travel_cost: float = 1.0 + var link_navigation_layers: int = 1 + var link_bidirectional: bool = true + + NavigationServer3D.link_set_owner_id(link_rid, link_owner_id) + NavigationServer3D.link_set_enter_cost(link_rid, link_enter_cost) + NavigationServer3D.link_set_travel_cost(link_rid, link_travel_cost) + NavigationServer3D.link_set_navigation_layers(link_rid, link_navigation_layers) + NavigationServer3D.link_set_bidirectional(link_rid, link_bidirectional) + + # Enable the link and set it to the default navigation map. + NavigationServer3D.link_set_enabled(link_rid, true) + NavigationServer3D.link_set_map(link_rid, get_world_3d().get_navigation_map()) + + # Move the 2 link positions to their intended global positions. + NavigationServer3D.link_set_start_position(link_rid, link_start_position) + NavigationServer3D.link_set_end_position(link_rid, link_end_position)