TowerGame/scripts/nav_obstacle.gd

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GDScript3
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extends Node3D
class_name NavObstable
@export var enabled: bool = false:
set(val):
if val != enabled:
enabled = val
update(enabled)
@export var aabb: AABB = AABB(Vector3(-1,0,-1),Vector3(2,2,2))
@export var weight: float = 10.0
@export var make_solid: bool = false
var updated_regions: Array[RID] = []
func _exit_tree() -> void:
update(false)
func update(enable: bool) -> void:
if !is_node_ready():
await ready
var global_aabb: AABB = global_transform * aabb
#DebugDraw3D.draw_aabb(global_aabb, Color.DARK_CYAN, 5)
for map_rid in NavigationServer3D.get_maps():
for region_rid in NavigationServer3D.map_get_regions(map_rid):
var region_aabb: AABB = NavigationServer3D.region_get_bounds(region_rid).grow(0.1)
#DebugDraw3D.draw_aabb(region_aabb, Color.YELLOW, 5)
if global_aabb.intersects(region_aabb):
var old_weight: float = NavigationServer3D.region_get_travel_cost(region_rid)
var new_weight: float = (old_weight * weight) if enable else (old_weight / weight)
NavigationServer3D.region_set_travel_cost(region_rid, new_weight)
if make_solid:
NavigationServer3D.region_set_enabled(region_rid, enable)
DebugDraw3D.draw_aabb(region_aabb, Color.RED if enable else Color.GREEN, 5)