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author | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-22 19:57:04 +0100 |
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committer | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-22 19:57:04 +0100 |
commit | 84bb8cbec9dd17fd86885f378208ebfec96a3f77 (patch) | |
tree | f9a1660ad23d4f674e271e5f825af3dbf8168151 | |
parent | 599c8dd969ca3eec1767eaf3585ae9a32d23fa57 (diff) |
bsp_level_generator: Fix navmesh generation
Make it so doors generate properly in the navigation mesh
-rw-r--r-- | prefabs/bsp_level_generator.tscn | 2 | ||||
-rw-r--r-- | scripts/bsp_level_generator.gd | 5 | ||||
-rw-r--r-- | scripts/enemy.gd | 5 |
3 files changed, 10 insertions, 2 deletions
diff --git a/prefabs/bsp_level_generator.tscn b/prefabs/bsp_level_generator.tscn index f9e05db..6d8fa48 100644 --- a/prefabs/bsp_level_generator.tscn +++ b/prefabs/bsp_level_generator.tscn @@ -7,6 +7,8 @@ [sub_resource type="NavigationMesh" id="NavigationMesh_q1fo6"] geometry_parsed_geometry_type = 1 geometry_collision_mask = 4294967041 +agent_radius = 0.25 +region_min_size = 1.0 [node name="BspLevelGenerator" type="Node3D"] script = ExtResource("1_6jn1x") diff --git a/scripts/bsp_level_generator.gd b/scripts/bsp_level_generator.gd index 2243481..ac095ef 100644 --- a/scripts/bsp_level_generator.gd +++ b/scripts/bsp_level_generator.gd @@ -7,7 +7,7 @@ extends Node3D @export_category("Geometry Generator") ## Geometry generation config -@export var wall_thickness: float = 1.25 +@export var wall_thickness: float = 1.3 @onready var mesh: MeshInstance3D = $MeshInstance3D @@ -140,6 +140,7 @@ func generate_geo(grid: Array[Tile], array: Array): generate_plane(array, Vector3(x, 2, y+1), [Vector3(1, 0, 0), Vector3(0, -2, 0)], Vector3.BACK) generate_plane(array, Vector3(x+1, 2, y+1), [Vector3(0, 0, -1), Vector3(0, -2, 0)], Vector3.LEFT) generate_plane(array, Vector3(x+1, 2, y), [Vector3(-1, 0, 0), Vector3(0, -2, 0)], Vector3.FORWARD) + pass func _ready() -> void: var starting_axis = randi_range(0, 1) @@ -164,3 +165,5 @@ func _ready() -> void: var tri_mesh = mesh.mesh.create_trimesh_shape() $NavigationRegion3D/StaticBody3D/CollisionShape3D.shape = tri_mesh $NavigationRegion3D.bake_navigation_mesh() + + #ResourceSaver.save(mesh.mesh, "res://map.tres", ResourceSaver.FLAG_COMPRESS) diff --git a/scripts/enemy.gd b/scripts/enemy.gd index 1c4c063..716493c 100644 --- a/scripts/enemy.gd +++ b/scripts/enemy.gd @@ -67,10 +67,13 @@ func chase_nav_mesh(delta: float): # We only want to navigate on XZ plane new_velocity.y = 0 - velocity = new_velocity + velocity = velocity.move_toward(new_velocity, .25) if not is_on_floor() and gravity_enabled: velocity.y -= gravity * delta + else: + velocity.y = 0 + move_and_slide() func _physics_process(delta: float) -> void: |