Removed broken avoidance

This commit is contained in:
Marco 2025-01-31 17:43:17 +01:00
commit cd806d2b61
3 changed files with 3 additions and 13 deletions

View file

@ -45,11 +45,11 @@ position = Vector2(0, 5)
shape = SubResource("CircleShape2D_cacb5")
[node name="PlayerDetection" type="Area2D" parent="."]
visible = false
collision_layer = 16
collision_mask = 2
[node name="PlayerDetectionArea" type="CollisionShape2D" parent="PlayerDetection"]
visible = false
shape = SubResource("CircleShape2D_v711r")
[node name="ShootTimer" type="Timer" parent="."]
@ -65,6 +65,7 @@ BulletSpeed = 50.0
target_desired_distance = 64.0
path_max_distance = 800.0
path_postprocessing = 1
avoidance_enabled = true
debug_enabled = true
debug_path_custom_color = Color(1, 0, 0, 1)

File diff suppressed because one or more lines are too long

View file

@ -6,17 +6,6 @@ public partial class TilemapAvoidance : TileMapLayer
[Export] private TileMapLayer _solidLayer;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
public override bool _UseTileDataRuntimeUpdate(Vector2I coords)
{
if (_solidLayer.GetUsedCellsById(0).Contains(coords))