first commit
This commit is contained in:
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# Godot 4+ specific ignores
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.godot/
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# Godot-specific ignores
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.import/
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export.cfg
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export_presets.cfg
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# Dummy HTML5 export presets file for continuous integration
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!.github/dist/export_presets.cfg
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# Imported translations (automatically generated from CSV files)
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*.translation
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# Mono-specific ignores
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.mono/
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data_*/
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mono_crash.*.json
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# System/tool-specific ignores
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.directory
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.DS_Store
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*~
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*.blend1
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*.zip
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# Jetbrains IDE files
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.idea/
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@@ -0,0 +1,350 @@
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# EnhancedGridMap Plugin for Godot 4.3
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## Overview
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EnhancedGridMap is a powerful plugin for Godot 4.3 that extends the functionality of the built-in GridMap node. It provides additional features for grid-based game development, including custom cell states, A* pathfinding, and an intuitive editor interface.
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## Features
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- Custom grid size (columns and rows)
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- Auto-generation of grid
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- Custom cell states with visual representation
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- A* pathfinding with diagonal movement option
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- Randomization of grid cells
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- Fill grid with specific cell types
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- Editor dock for easy manipulation of grid properties
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## Installation
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1. Copy the `enhanced_gridmap` folder into your Godot project's `addons` directory.
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2. Enable the plugin in Project Settings > Plugins.
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## EnhancedGridMap Dock
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The EnhancedGridMap Dock provides a user-friendly interface to control and manipulate the EnhancedGridMap node. Here's a detailed explanation of all features available in the dock:
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### Grid Properties
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1. **Columns**: Set the number of columns in the grid.
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2. **Rows**: Set the number of rows in the grid.
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3. **Auto Generate**: Toggle automatic grid generation when properties change.
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### Grid Operations
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1. **Generate**: Manually generate the grid based on current properties.
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2. **Clear**: Remove all cells from the grid.
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3. **Randomize**: Randomly assign cell types based on defined states.
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4. **Fill**: Fill the entire grid with a specific cell type.
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### Cell States
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The dock allows you to define and manage custom cell states:
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1. **Default States**:
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- Normal
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- Hover
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- Start
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- End
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- Non-Walkable
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2. **Custom States**:
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- Add new states with the "Add Item State" button.
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- For each state, you can set:
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- Name
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- ID (used in scripts to reference the state)
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- Include in Randomize (toggle)
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- Randomize Percentage (when included in randomization)
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3. **State Management**:
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- Edit existing states
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- Remove custom states
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### A* Pathfinding
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1. **Start Position**: Set the X and Z coordinates for the pathfinding start point.
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2. **End Position**: Set the X and Z coordinates for the pathfinding end point.
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3. **Find Path**: Calculate and visualize the path between start and end points.
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4. **Diagonal Movement**: Toggle to allow diagonal movement in pathfinding.
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|
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### Visual Grid Editor
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The dock includes a visual representation of the grid:
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1. Each cell displays its coordinates.
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2. Drop-down menus in each cell allow you to change the cell's state directly.
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|
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## In-Depth Feature Explanation
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### Custom Grid Generation
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The EnhancedGridMap allows for flexible grid generation:
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1. **Auto-generation**: The grid can automatically update when properties change.
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2. **Manual generation**: Use the `generate_grid()` method for custom generation logic.
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3. **Clear and regenerate**: Useful for level resets or procedural generation.
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|
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### Cell States
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Cell states are central to the EnhancedGridMap's functionality:
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1. **Default states**: Predefined states for common use cases (normal, hover, start, end, non-walkable).
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2. **Custom states**: Create states for specific game mechanics (e.g., water, lava, ice).
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3. **State properties**:
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- ID: Used in scripts to set or check cell states.
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- Randomize inclusion: Determine if the state should be included in randomization.
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- Randomize percentage: Control the frequency of the state when randomizing.
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### A* Pathfinding
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The integrated A* pathfinding system offers:
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1. **Efficient pathfinding**: Quickly find optimal paths between two points.
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2. **Diagonal movement**: Option to allow or disallow diagonal movement.
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3. **Custom cost functions**: Override `get_cell_cost()` for complex movement rules.
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4. **Path visualization**: Easily visualize calculated paths for debugging.
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### Grid Manipulation
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Several methods for manipulating the grid:
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1. **`set_cell_from_data(x, z, item_index)`**: Set a specific cell's state.
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2. **`fill_grid(item_index)`**: Fill the entire grid with a specific state.
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3. **`randomize_grid()`**: Randomly assign states based on defined probabilities.
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4. **`randomize_grid_custom(randomize_states)`**: Use custom randomization rules.
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|
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### Extending Functionality
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The EnhancedGridMap is designed to be easily extended:
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1. **Custom grid generation**: Override `generate_grid()` for specialized layouts.
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2. **Custom pathfinding costs**: Implement `get_cell_cost()` for complex movement rules.
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3. **Integration with game mechanics**: Use signals like `grid_updated` to trigger game events.
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### Editor Integration
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The plugin seamlessly integrates with the Godot editor:
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1. **Visual editing**: Manipulate the grid directly in the editor viewport.
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2. **Real-time updates**: Changes in the dock immediately reflect in the scene.
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3. **Custom inspector**: The EnhancedGridMap node has a custom inspector for easy property editing.
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## Plugin Usage
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### Basic Setup
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1. Add an `EnhancedGridMap` node to your scene.
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2. Assign a `MeshLibrary` to the `EnhancedGridMap`.
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3. Use the `EnhancedGridMap` dock in the editor to configure grid properties and cell states.
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### Scripting
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You can also interact with the `EnhancedGridMap` through GDScript. Here's a basic example:
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```gdscript
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var enhanced_gridmap = $EnhancedGridMap
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# Generate a 10x10 grid
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enhanced_gridmap.columns = 10
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enhanced_gridmap.rows = 10
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enhanced_gridmap.generate_grid()
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# Find a path from (0,0) to (5,5)
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var path = enhanced_gridmap.find_path(Vector2(0, 0), Vector2(5, 5))
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```
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## Sample Scene and Player Movement
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The plugin includes a sample scene that demonstrates how to implement player movement using the EnhancedGridMap. This scene showcases pathfinding and grid-based movement.
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### Scene Setup
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The sample scene (`main.tscn`) includes:
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1. An `EnhancedGridMap` node with a pre-configured grid.
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2. A player character `CharacterBody3D` with a custom script for grid-based movement.
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3. A top-down camera for easy visualization.
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### Player Movement Script
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The `player.gd` script provides a flexible implementation of grid-based movement using the EnhancedGridMap. Key features include:
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- Click-to-move functionality
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- Pathfinding using the EnhancedGridMap's A* algorithm
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- Smooth movement along the calculated path
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- Customizable cell size and offset
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- Option for diagonal movement
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|
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### Usage Example
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To use the player movement script in your own scene:
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1. Add an `EnhancedGridMap` to your scene.
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2. Add a `CharacterBody3D` (or other suitable node) for your player.
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3. Attach the `player.gd` script to your player node.
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4. Set the `enhanced_gridmap_path` and `player_path` in the inspector.
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5. Customize other properties like `cell_size` and `use_diagonal_movement` as needed.
|
||||
|
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Here's a minimal setup example:
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||||
|
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```gdscript
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extends Node3D
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@onready var enhanced_gridmap = $EnhancedGridMap
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@onready var player = $Player
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func _ready():
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player.enhanced_gridmap_path = enhanced_gridmap.get_path()
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player.player_path = player.get_path()
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player.cell_size = Vector3(2, 2, 2)
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player.use_diagonal_movement = true
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```
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This setup allows for click-to-move functionality on your EnhancedGridMap, with the player finding and following optimal paths while avoiding non-walkable cells.
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## API Reference
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### Properties
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- `columns: int` - Number of columns in the grid
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- `rows: int` - Number of rows in the grid
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- `auto_generate: bool` - Whether to automatically generate the grid when properties change
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- `normal_item: int` - Item index for normal cells
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- `hover_item: int` - Item index for hover state cells
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- `start_item: int` - Item index for pathfinding start cells
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- `end_item: int` - Item index for pathfinding end cells
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- `non_walkable_item: int` - Item index for non-walkable cells
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- `diagonal_movement: bool` - Whether to allow diagonal movement in pathfinding
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### Methods
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||||
|
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#### Grid Management
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||||
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- `generate_grid()` - Generate the grid based on current properties
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- `clear_grid()` - Clear all cells in the grid
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- `randomize_grid()` - Randomize cell types in the grid
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- `randomize_grid_custom(randomize_states: Array)` - Randomize cell types based on custom states
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- `fill_grid(item_index: int)` - Fill the entire grid with a specific item type
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#### Cell Manipulation
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|
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- `set_cell_from_data(x: int, z: int, item_index: int)` - Set a specific cell's item type
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- `get_cell_cost(x: int, z: int) -> float` - Get the cost of moving through a specific cell
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||||
|
||||
#### Pathfinding
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||||
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- `find_path(start: Vector2, end: Vector2) -> Array` - Find a path between two points
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||||
- `set_diagonal_movement(enable: bool)` - Enable or disable diagonal movement in pathfinding
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- `set_point_solid(x: int, z: int, is_solid: bool)` - Set whether a point is solid (non-walkable) for pathfinding
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||||
|
||||
### Signals
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||||
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- `mesh_library_changed` - Emitted when the MeshLibrary is changed
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- `grid_updated` - Emitted when the grid is updated
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### Example Scene : Player Movement API
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Here are the main properties and methods of the player movement script:
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#### Properties
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- `enhanced_gridmap_path: NodePath` - Path to the EnhancedGridMap node
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||||
- `player_path: NodePath` - Path to the player node
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||||
- `cell_size: Vector3` - Size of each grid cell
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- `cell_offset: Vector3` - Offset applied to the player's position
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- `center_x: bool` - Center the player horizontally within the cell
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- `center_y: bool` - Center the player vertically within the cell
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- `center_z: bool` - Center the player depth-wise within the cell
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- `use_diagonal_movement: bool` - Allow diagonal movement in pathfinding
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||||
|
||||
#### Methods
|
||||
|
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- `find_valid_starting_position() -> Vector2i` - Find a valid starting position on the grid
|
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- `move_player_to_clicked_position(grid_position: Vector2i)` - Move the player to a clicked grid position
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||||
- `move_player_along_path(path: Array)` - Move the player along a calculated path
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- `update_player_position(grid_position: Vector2i)` - Update the player's position based on a grid position
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- `grid_to_world(grid_position: Vector2i) -> Vector3` - Convert a grid position to a world position
|
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|
||||
## Extending the Plugin
|
||||
|
||||
### Custom Item States
|
||||
|
||||
You can add custom item states to the EnhancedGridMap:
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|
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1. In the `EnhancedGridMap` dock, click the "Add Item State" button.
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2. Set a name, ID, and randomization properties for the new state.
|
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3. Use the new state's ID when setting cell types in your scripts.
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|
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### Custom Pathfinding Costs
|
||||
|
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Override the `get_cell_cost` method in a script extending EnhancedGridMap to implement custom pathfinding costs:
|
||||
|
||||
```gdscript
|
||||
extends EnhancedGridMap
|
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|
||||
func get_cell_cost(x: int, z: int) -> float:
|
||||
var cell_item = get_cell_item(Vector3i(x, 0, z))
|
||||
match cell_item:
|
||||
0: return 1.0 # Normal cell
|
||||
1: return 2.0 # Slow terrain
|
||||
2: return 0.5 # Fast terrain
|
||||
_: return INF # Non-walkable
|
||||
```
|
||||
|
||||
### Custom Grid Generation
|
||||
|
||||
You can implement custom grid generation by overriding the `generate_grid` method:
|
||||
|
||||
```gdscript
|
||||
extends EnhancedGridMap
|
||||
|
||||
func generate_grid():
|
||||
clear()
|
||||
for x in range(columns):
|
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for z in range(rows):
|
||||
var item_index = (x + z) % 2 # Checkerboard pattern
|
||||
set_cell_item(Vector3i(x, 0, z), item_index)
|
||||
update_grid_data()
|
||||
initialize_astar()
|
||||
update_astar_costs()
|
||||
```
|
||||
|
||||
## Extending the Player Movement
|
||||
|
||||
You can extend the player movement functionality by overriding or adding methods to the `player.gd` script. For example:
|
||||
|
||||
### Custom Movement Rules
|
||||
|
||||
```gdscript
|
||||
extends "res://addons/enhanced_gridmap/examples/player.gd"
|
||||
|
||||
func is_valid_move(from: Vector2i, to: Vector2i) -> bool:
|
||||
# Add custom logic for valid moves
|
||||
var distance = from.distance_to(to)
|
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return distance <= 1 and super.is_valid_move(from, to)
|
||||
```
|
||||
|
||||
### Additional Interactions
|
||||
|
||||
```gdscript
|
||||
extends "res://addons/enhanced_gridmap/examples/player.gd"
|
||||
|
||||
func _unhandled_input(event):
|
||||
super._unhandled_input(event)
|
||||
|
||||
if event.is_action_pressed("interact"):
|
||||
interact_with_current_cell()
|
||||
|
||||
func interact_with_current_cell():
|
||||
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(current_position.x, 0, current_position.y))
|
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# Add custom interaction logic based on cell_item
|
||||
```
|
||||
|
||||
These examples demonstrate how you can build upon the provided player movement script to create more complex game mechanics that integrate seamlessly with the EnhancedGridMap plugin.
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions to the EnhancedGridMap plugin are welcome! Please submit pull requests or issues on the project's GitHub repository.
|
||||
|
||||
## License
|
||||
|
||||
This plugin is released under the MIT License. See the LICENSE file for details.
|
||||
@@ -0,0 +1,298 @@
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||||
@tool
|
||||
class_name EnhancedGridMap
|
||||
extends GridMap
|
||||
|
||||
signal mesh_library_changed
|
||||
signal grid_updated
|
||||
|
||||
@export var columns: int = 10 : set = set_columns
|
||||
@export var rows: int = 10 : set = set_rows
|
||||
@export var auto_generate: bool = false : set = set_auto_generate
|
||||
|
||||
@export var normal_items: Array[int] = [0]
|
||||
@export var non_walkable_items: Array[int] = [4]
|
||||
@export var hover_item: int = 1
|
||||
@export var start_item: int = 2
|
||||
@export var end_item: int = 3
|
||||
|
||||
var current_mesh_library: MeshLibrary
|
||||
var grid_data: Array = []
|
||||
|
||||
# A* Pathfinding variables
|
||||
var astar = AStar2D.new()
|
||||
var path = []
|
||||
|
||||
# Item states
|
||||
enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE}
|
||||
|
||||
# Add this to the class variables
|
||||
var diagonal_movement: bool = false
|
||||
|
||||
|
||||
func _ready():
|
||||
mesh_library_changed.connect(_on_mesh_library_changed)
|
||||
if not Engine.is_editor_hint() and auto_generate:
|
||||
generate_grid()
|
||||
|
||||
# Validate item indices
|
||||
validate_item_indices()
|
||||
|
||||
func validate_item_indices():
|
||||
if not mesh_library:
|
||||
print("Warning: No MeshLibrary assigned to GridMap")
|
||||
return
|
||||
|
||||
var item_list = mesh_library.get_item_list()
|
||||
var max_index = item_list.size() - 1
|
||||
|
||||
normal_items = normal_items.filter(func(item): return item >= 0 and item <= max_index)
|
||||
hover_item = clamp(hover_item, 0, max_index)
|
||||
start_item = clamp(start_item, 0, max_index)
|
||||
end_item = clamp(end_item, 0, max_index)
|
||||
non_walkable_items = non_walkable_items.filter(func(item): return item >= 0 and item <= max_index)
|
||||
|
||||
if normal_items.is_empty():
|
||||
normal_items = [0]
|
||||
if non_walkable_items.is_empty():
|
||||
non_walkable_items = [max_index]
|
||||
|
||||
func set_columns(value: int):
|
||||
columns = value
|
||||
if auto_generate:
|
||||
generate_grid()
|
||||
else:
|
||||
update_grid_data()
|
||||
|
||||
func set_rows(value: int):
|
||||
rows = value
|
||||
if auto_generate:
|
||||
generate_grid()
|
||||
else:
|
||||
update_grid_data()
|
||||
|
||||
func set_auto_generate(value: bool):
|
||||
auto_generate = value
|
||||
if auto_generate:
|
||||
generate_grid()
|
||||
|
||||
# Override the existing functions to update A* data
|
||||
func generate_grid():
|
||||
clear()
|
||||
if not mesh_library:
|
||||
print("Error: No MeshLibrary assigned to GridMap")
|
||||
return
|
||||
|
||||
validate_item_indices()
|
||||
|
||||
current_mesh_library = mesh_library
|
||||
var item_list = mesh_library.get_item_list()
|
||||
if item_list.size() < 5:
|
||||
print("Warning: MeshLibrary should have at least 5 items")
|
||||
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
set_cell_item(Vector3i(x, 0, z), normal_items[0])
|
||||
|
||||
update_grid_data()
|
||||
initialize_astar()
|
||||
update_astar_costs()
|
||||
|
||||
func clear_grid():
|
||||
clear()
|
||||
update_grid_data()
|
||||
|
||||
func randomize_grid():
|
||||
if not mesh_library:
|
||||
print("Error: No MeshLibrary assigned to GridMap")
|
||||
return
|
||||
|
||||
validate_item_indices()
|
||||
|
||||
var rng = RandomNumberGenerator.new()
|
||||
rng.randomize()
|
||||
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
var random_value = rng.randi() % 100 # Generate a random number between 0 and 99
|
||||
var item_index
|
||||
if random_value < 80:
|
||||
item_index = normal_items[rng.randi() % normal_items.size()]
|
||||
else:
|
||||
item_index = non_walkable_items[rng.randi() % non_walkable_items.size()]
|
||||
set_cell_from_data(x, z, item_index)
|
||||
|
||||
update_grid_data()
|
||||
initialize_astar()
|
||||
update_astar_costs()
|
||||
emit_signal("grid_updated")
|
||||
|
||||
func randomize_grid_custom(randomize_states: Array):
|
||||
if not mesh_library:
|
||||
print("Error: No MeshLibrary assigned to GridMap")
|
||||
return
|
||||
|
||||
var rng = RandomNumberGenerator.new()
|
||||
rng.randomize()
|
||||
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
var random_value = rng.randf() * 100 # Generate a random number between 0 and 100
|
||||
var accumulated_percentage = 0
|
||||
var selected_state = null
|
||||
|
||||
for state in randomize_states:
|
||||
accumulated_percentage += state.randomize_percentage
|
||||
if random_value <= accumulated_percentage:
|
||||
selected_state = state
|
||||
break
|
||||
|
||||
if selected_state:
|
||||
set_cell_from_data(x, z, selected_state.id)
|
||||
else:
|
||||
set_cell_from_data(x, z, randomize_states[0].id) # Default to the first state if no match
|
||||
|
||||
update_grid_data()
|
||||
initialize_astar()
|
||||
update_astar_costs()
|
||||
emit_signal("grid_updated")
|
||||
|
||||
func fill_grid(item_index: int):
|
||||
if not mesh_library:
|
||||
print("No MeshLibrary assigned to GridMap")
|
||||
return
|
||||
|
||||
if item_index < 0 or item_index >= mesh_library.get_item_list().size():
|
||||
print("Invalid item index")
|
||||
return
|
||||
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
set_cell_item(Vector3i(x, 0, z), item_index)
|
||||
|
||||
update_grid_data()
|
||||
|
||||
func _on_mesh_library_changed():
|
||||
validate_item_indices()
|
||||
if auto_generate:
|
||||
generate_grid()
|
||||
|
||||
func _set(property, value):
|
||||
if property == "mesh_library":
|
||||
mesh_library = value
|
||||
_on_mesh_library_changed()
|
||||
return true
|
||||
return false
|
||||
|
||||
func update_grid_data():
|
||||
grid_data.clear()
|
||||
for z in range(rows):
|
||||
var row = []
|
||||
for x in range(columns):
|
||||
row.append(get_cell_item(Vector3i(x, 0, z)))
|
||||
grid_data.append(row)
|
||||
emit_signal("grid_updated")
|
||||
|
||||
func set_cell_from_data(x: int, z: int, item_index: int):
|
||||
if x >= 0 and x < columns and z >= 0 and z < rows:
|
||||
if not mesh_library:
|
||||
print("Error: No MeshLibrary assigned to GridMap")
|
||||
return
|
||||
|
||||
var item_list = mesh_library.get_item_list()
|
||||
var max_index = item_list.size() - 1
|
||||
var valid_index = clamp(item_index, 0, max_index)
|
||||
|
||||
set_cell_item(Vector3i(x, 0, z), valid_index)
|
||||
grid_data[z][x] = valid_index
|
||||
var point_id = z * columns + x
|
||||
var cost = get_cell_cost(x, z)
|
||||
if cost == INF:
|
||||
astar.set_point_disabled(point_id, true)
|
||||
else:
|
||||
astar.set_point_disabled(point_id, false)
|
||||
astar.set_point_weight_scale(point_id, cost)
|
||||
|
||||
# New A* Pathfinding functions
|
||||
# Modify the initialize_astar function
|
||||
func initialize_astar():
|
||||
astar.clear()
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
var point_id = z * columns + x
|
||||
astar.add_point(point_id, Vector2(x, z))
|
||||
|
||||
# Connect to neighboring points
|
||||
if x > 0:
|
||||
astar.connect_points(point_id, point_id - 1)
|
||||
if z > 0:
|
||||
astar.connect_points(point_id, point_id - columns)
|
||||
|
||||
# Add diagonal connections if diagonal movement is enabled
|
||||
if diagonal_movement:
|
||||
if x > 0 and z > 0:
|
||||
astar.connect_points(point_id, point_id - columns - 1) # Top-left
|
||||
if x < columns - 1 and z > 0:
|
||||
astar.connect_points(point_id, point_id - columns + 1) # Top-right
|
||||
|
||||
update_astar_costs()
|
||||
|
||||
# Add this function to toggle diagonal movement
|
||||
func set_diagonal_movement(enable: bool):
|
||||
diagonal_movement = enable
|
||||
initialize_astar() # Reinitialize the A* graph with new connections
|
||||
|
||||
func set_point_solid(x: int, z: int, is_solid: bool):
|
||||
var point_id = z * columns + x
|
||||
astar.set_point_disabled(point_id, is_solid)
|
||||
|
||||
func find_path(start: Vector2, end: Vector2) -> Array:
|
||||
var start_point = start.y * columns + start.x
|
||||
var end_point = end.y * columns + end.x
|
||||
path = astar.get_point_path(start_point, end_point)
|
||||
|
||||
# Visualize the path
|
||||
clear_path_visualization()
|
||||
set_cell_item(Vector3i(start.x, 0, start.y), start_item)
|
||||
set_cell_item(Vector3i(end.x, 0, end.y), end_item)
|
||||
for point in path:
|
||||
if point != start and point != end:
|
||||
set_cell_item(Vector3i(point.x, 0, point.y), hover_item)
|
||||
|
||||
return path
|
||||
|
||||
func clear_path_visualization():
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
var cell_item = get_cell_item(Vector3i(x, 0, z))
|
||||
if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
|
||||
set_cell_item(Vector3i(x, 0, z), normal_items[0])
|
||||
|
||||
func get_cell_cost(x: int, z: int) -> float:
|
||||
var cell_item = get_cell_item(Vector3i(x, 0, z))
|
||||
if cell_item in non_walkable_items:
|
||||
return INF
|
||||
elif cell_item == hover_item:
|
||||
return 0.5
|
||||
elif cell_item == start_item or cell_item == end_item:
|
||||
return 0.0
|
||||
return 1.0
|
||||
|
||||
func update_astar_costs():
|
||||
for x in range(columns):
|
||||
for z in range(rows):
|
||||
var point_id = z * columns + x
|
||||
var cost = get_cell_cost(x, z)
|
||||
if cost == INF:
|
||||
astar.set_point_disabled(point_id, true)
|
||||
else:
|
||||
astar.set_point_disabled(point_id, false)
|
||||
astar.set_point_weight_scale(point_id, cost)
|
||||
|
||||
func get_cell_rotation(position: Vector3i) -> int:
|
||||
return get_cell_item_orientation(position)
|
||||
|
||||
func set_cell_rotation(position: Vector3i, mode: int):
|
||||
var item = get_cell_item(position)
|
||||
if item != INVALID_CELL_ITEM:
|
||||
var orientation = int(mode)
|
||||
set_cell_item(position, item, orientation)
|
||||
@@ -0,0 +1,349 @@
|
||||
@tool
|
||||
extends Control
|
||||
|
||||
var enhanced_gridmap: EnhancedGridMap
|
||||
|
||||
@onready var columns_spin = $VBoxContainer/Columns/SpinBox
|
||||
@onready var rows_spin = $VBoxContainer/Rows/SpinBox
|
||||
@onready var auto_generate_check = $VBoxContainer/AutoGenerate
|
||||
@onready var generate_button = $VBoxContainer/GenerateButton
|
||||
@onready var clear_button = $VBoxContainer/ClearButton
|
||||
@onready var randomize_button = $VBoxContainer/RandomizeButton
|
||||
@onready var fill_options = $VBoxContainer/FillOptions
|
||||
@onready var fill_button = $VBoxContainer/FillButton
|
||||
@onready var grid_container = $VBoxContainer/GridScrollContainer/GridContainer
|
||||
|
||||
# A* Pathfinding UI elements
|
||||
@onready var start_x_spin = $VBoxContainer/AStarContainer/StartX/SpinBox
|
||||
@onready var start_z_spin = $VBoxContainer/AStarContainer/StartZ/SpinBox
|
||||
@onready var end_x_spin = $VBoxContainer/AStarContainer/EndX/SpinBox
|
||||
@onready var end_z_spin = $VBoxContainer/AStarContainer/EndZ/SpinBox
|
||||
@onready var find_path_button = $VBoxContainer/AStarContainer/FindPathButton
|
||||
@onready var path_result_label = $VBoxContainer/AStarContainer/PathResultLabel
|
||||
@onready var diagonal_movement_check = $VBoxContainer/AStarContainer/DiagonalMovement
|
||||
|
||||
# Item state UI elements
|
||||
@onready var normal_item_spin = $VBoxContainer/ItemStates/NormalItem/SpinBox
|
||||
@onready var hover_item_spin = $VBoxContainer/ItemStates/HoverItem/SpinBox
|
||||
@onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox
|
||||
@onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox
|
||||
@onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox
|
||||
# Custom item states UI elements
|
||||
@onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer
|
||||
@onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton
|
||||
|
||||
var row_containers: Array = []
|
||||
var cell_options: Array = []
|
||||
var custom_item_states: Dictionary = {}
|
||||
|
||||
func _ready():
|
||||
connect_signals()
|
||||
initialize_custom_item_states()
|
||||
print("EnhancedGridMapDock ready")
|
||||
|
||||
func connect_signals():
|
||||
columns_spin.value_changed.connect(_on_columns_changed)
|
||||
rows_spin.value_changed.connect(_on_rows_changed)
|
||||
auto_generate_check.toggled.connect(_on_auto_generate_toggled)
|
||||
generate_button.pressed.connect(_on_generate_pressed)
|
||||
clear_button.pressed.connect(_on_clear_pressed)
|
||||
randomize_button.pressed.connect(_on_randomize_pressed)
|
||||
fill_button.pressed.connect(_on_fill_pressed)
|
||||
find_path_button.pressed.connect(_on_find_path_pressed)
|
||||
diagonal_movement_check.toggled.connect(_on_diagonal_movement_toggled)
|
||||
add_item_state_button.pressed.connect(_on_add_item_state_pressed)
|
||||
normal_item_spin.value_changed.connect(_on_normal_item_changed)
|
||||
hover_item_spin.value_changed.connect(_on_hover_item_changed)
|
||||
start_item_spin.value_changed.connect(_on_start_item_changed)
|
||||
end_item_spin.value_changed.connect(_on_end_item_changed)
|
||||
non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed)
|
||||
|
||||
func initialize_custom_item_states():
|
||||
# Add default item states
|
||||
add_custom_item_state("Normal", 0)
|
||||
#add_custom_item_state("Hover", 1)
|
||||
#add_custom_item_state("Start", 2)
|
||||
#add_custom_item_state("End", 3)
|
||||
add_custom_item_state("Non-Walkable", 4)
|
||||
|
||||
func add_custom_item_state(name: String, id: int):
|
||||
var new_state = CustomItemState.new(name, id)
|
||||
custom_item_states[id] = new_state
|
||||
add_item_state_ui(new_state)
|
||||
|
||||
func add_item_state_ui(item_state: CustomItemState):
|
||||
var container = HBoxContainer.new()
|
||||
var name_edit = LineEdit.new()
|
||||
var id_spin = SpinBox.new()
|
||||
var randomize_check = CheckBox.new()
|
||||
var percentage_spin = SpinBox.new()
|
||||
var remove_button = Button.new()
|
||||
|
||||
name_edit.text = item_state.name
|
||||
name_edit.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
name_edit.text_changed.connect(_on_item_state_name_changed.bind(item_state))
|
||||
|
||||
id_spin.value = item_state.id
|
||||
id_spin.min_value = 0
|
||||
id_spin.max_value = 9999
|
||||
id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state))
|
||||
|
||||
randomize_check.text = "🎲"
|
||||
randomize_check.button_pressed = item_state.include_in_randomize # Changed from 'pressed' to 'button_pressed'
|
||||
randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state))
|
||||
|
||||
percentage_spin.min_value = 0
|
||||
percentage_spin.max_value = 100
|
||||
percentage_spin.value = item_state.randomize_percentage
|
||||
percentage_spin.suffix = "%"
|
||||
percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state))
|
||||
|
||||
remove_button.text = "Del"
|
||||
remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container))
|
||||
|
||||
container.add_child(name_edit)
|
||||
container.add_child(id_spin)
|
||||
container.add_child(randomize_check)
|
||||
container.add_child(percentage_spin)
|
||||
container.add_child(remove_button)
|
||||
|
||||
item_states_container.add_child(container)
|
||||
|
||||
func _on_add_item_state_pressed():
|
||||
var new_id = custom_item_states.size()
|
||||
add_custom_item_state("New State {0}".format([new_id]), new_id)
|
||||
|
||||
func _on_item_state_name_changed(new_name: String, item_state: CustomItemState):
|
||||
item_state.name = new_name
|
||||
|
||||
func _on_item_state_id_changed(new_id: int, item_state: CustomItemState):
|
||||
custom_item_states.erase(item_state.id)
|
||||
item_state.id = new_id
|
||||
custom_item_states[new_id] = item_state
|
||||
|
||||
func _on_item_state_randomize_toggled(toggled: bool, item_state: CustomItemState):
|
||||
item_state.include_in_randomize = toggled
|
||||
|
||||
func _on_item_state_percentage_changed(new_percentage: float, item_state: CustomItemState):
|
||||
item_state.randomize_percentage = new_percentage
|
||||
|
||||
func _on_remove_item_state_pressed(item_state: CustomItemState, container: Container):
|
||||
custom_item_states.erase(item_state.id)
|
||||
container.queue_free()
|
||||
|
||||
class CustomItemState:
|
||||
var name: String
|
||||
var id: int
|
||||
var include_in_randomize: bool = false
|
||||
var randomize_percentage: float = 0
|
||||
|
||||
func _init(_name: String, _id: int):
|
||||
name = _name
|
||||
id = _id
|
||||
|
||||
func set_enhanced_gridmap(gridmap: EnhancedGridMap):
|
||||
enhanced_gridmap = gridmap
|
||||
enhanced_gridmap.grid_updated.connect(_on_grid_updated)
|
||||
update_ui()
|
||||
diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement
|
||||
print("EnhancedGridMap set: ", enhanced_gridmap)
|
||||
|
||||
func update_ui():
|
||||
if enhanced_gridmap:
|
||||
columns_spin.value = enhanced_gridmap.columns
|
||||
rows_spin.value = enhanced_gridmap.rows
|
||||
auto_generate_check.button_pressed = enhanced_gridmap.auto_generate
|
||||
_update_fill_options()
|
||||
_update_grid_ui()
|
||||
_update_astar_ui()
|
||||
_update_item_state_ui()
|
||||
print("UI updated. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
|
||||
|
||||
func _update_fill_options():
|
||||
fill_options.clear()
|
||||
if enhanced_gridmap and enhanced_gridmap.mesh_library:
|
||||
var item_list = enhanced_gridmap.mesh_library.get_item_list()
|
||||
for i in range(item_list.size()):
|
||||
fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
|
||||
|
||||
func _update_grid_ui():
|
||||
for child in grid_container.get_children():
|
||||
child.queue_free()
|
||||
row_containers.clear()
|
||||
cell_options.clear()
|
||||
|
||||
if not enhanced_gridmap or not enhanced_gridmap.mesh_library:
|
||||
print("No EnhancedGridMap or MeshLibrary")
|
||||
return
|
||||
|
||||
var item_list = enhanced_gridmap.mesh_library.get_item_list()
|
||||
|
||||
print("Updating grid UI. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
|
||||
|
||||
for z in range(enhanced_gridmap.rows):
|
||||
var row_container = HBoxContainer.new()
|
||||
row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
grid_container.add_child(row_container)
|
||||
row_containers.append(row_container)
|
||||
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
var cell_container = VBoxContainer.new()
|
||||
cell_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
|
||||
var coord_label = Label.new()
|
||||
coord_label.text = "(%d,%d)" % [x, z]
|
||||
coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
|
||||
cell_container.add_child(coord_label)
|
||||
|
||||
var option = OptionButton.new()
|
||||
option.set_meta("grid_position", Vector2i(x, z))
|
||||
for i in range(item_list.size()):
|
||||
option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
|
||||
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
||||
option.select(cell_item)
|
||||
option.item_selected.connect(_on_cell_item_selected.bind(option))
|
||||
option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
option.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
cell_container.add_child(option)
|
||||
|
||||
# Add rotation Option for each cell
|
||||
var rotation_option = OptionButton.new()
|
||||
rotation_option.add_item("0°", 0)
|
||||
rotation_option.add_item("90°", 10)
|
||||
rotation_option.add_item("180°", 16)
|
||||
rotation_option.add_item("270°", 22)
|
||||
rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER
|
||||
rotation_option.set_meta("grid_position", Vector2i(x, z))
|
||||
# Set the current item based on the cell's rotation
|
||||
var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, 0, z))
|
||||
match current_rotation:
|
||||
0: rotation_option.select(0)
|
||||
10: rotation_option.select(1)
|
||||
16: rotation_option.select(2)
|
||||
22: rotation_option.select(3)
|
||||
rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option))
|
||||
|
||||
cell_container.add_child(rotation_option)
|
||||
|
||||
row_container.add_child(cell_container)
|
||||
cell_options.append(option)
|
||||
|
||||
print("Grid UI updated. Total cells: ", cell_options.size())
|
||||
|
||||
func _update_astar_ui():
|
||||
start_x_spin.max_value = enhanced_gridmap.columns - 1
|
||||
start_z_spin.max_value = enhanced_gridmap.rows - 1
|
||||
end_x_spin.max_value = enhanced_gridmap.columns - 1
|
||||
end_z_spin.max_value = enhanced_gridmap.rows - 1
|
||||
|
||||
func _update_item_state_ui():
|
||||
normal_item_spin.value = enhanced_gridmap.normal_item
|
||||
hover_item_spin.value = enhanced_gridmap.hover_item
|
||||
start_item_spin.value = enhanced_gridmap.start_item
|
||||
end_item_spin.value = enhanced_gridmap.end_item
|
||||
non_walkable_item_spin.value = enhanced_gridmap.non_walkable_item
|
||||
|
||||
func _on_columns_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.columns = value
|
||||
print("Columns changed to: ", value)
|
||||
|
||||
func _on_rows_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.rows = value
|
||||
print("Rows changed to: ", value)
|
||||
|
||||
func _on_auto_generate_toggled(button_pressed):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.auto_generate = button_pressed
|
||||
|
||||
func _on_generate_pressed():
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.generate_grid()
|
||||
print("Generate grid pressed")
|
||||
|
||||
func _on_clear_pressed():
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.clear_grid()
|
||||
print("Clear grid pressed")
|
||||
|
||||
func _on_randomize_pressed():
|
||||
if enhanced_gridmap:
|
||||
var randomize_states = []
|
||||
var total_percentage = 0
|
||||
for state in custom_item_states.values():
|
||||
if state.include_in_randomize:
|
||||
randomize_states.append(state)
|
||||
total_percentage += state.randomize_percentage
|
||||
|
||||
if total_percentage != 100:
|
||||
print("Warning: Total randomize percentage is not 100%")
|
||||
|
||||
enhanced_gridmap.randomize_grid_custom(randomize_states)
|
||||
|
||||
func _on_fill_pressed():
|
||||
if enhanced_gridmap:
|
||||
var selected_index = fill_options.get_selected_id()
|
||||
enhanced_gridmap.fill_grid(selected_index)
|
||||
print("Fill grid pressed with item index: ", selected_index)
|
||||
|
||||
func _on_cell_item_selected(index: int, option: OptionButton):
|
||||
var position = option.get_meta("grid_position")
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.set_cell_from_data(position.x, position.y, index)
|
||||
print("Cell item selected: ", index, " at position: ", position)
|
||||
|
||||
func _on_find_path_pressed():
|
||||
if enhanced_gridmap:
|
||||
var start = Vector2(start_x_spin.value, start_z_spin.value)
|
||||
var end = Vector2(end_x_spin.value, end_z_spin.value)
|
||||
var path = enhanced_gridmap.find_path(start, end)
|
||||
if path.is_empty():
|
||||
path_result_label.text = "No path found"
|
||||
else:
|
||||
path_result_label.text = "Path found: " + str(path)
|
||||
print("Find path pressed. Start: ", start, " End: ", end)
|
||||
|
||||
func _on_diagonal_movement_toggled(button_pressed):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.set_diagonal_movement(button_pressed)
|
||||
print("Diagonal movement toggled: ", button_pressed)
|
||||
|
||||
func _on_normal_item_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.normal_item = value
|
||||
print("Normal item changed to: ", value)
|
||||
|
||||
func _on_hover_item_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.hover_item = value
|
||||
print("Hover item changed to: ", value)
|
||||
|
||||
func _on_start_item_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.start_item = value
|
||||
print("Start item changed to: ", value)
|
||||
|
||||
func _on_end_item_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.end_item = value
|
||||
print("End item changed to: ", value)
|
||||
|
||||
func _on_non_walkable_item_changed(value):
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.non_walkable_item = value
|
||||
print("Non-walkable item changed to: ", value)
|
||||
|
||||
func _on_grid_updated():
|
||||
update_ui()
|
||||
|
||||
func _on_cell_rotation_changed(index: int, option: OptionButton):
|
||||
var position = option.get_meta("grid_position")
|
||||
var rotation_value = option.get_item_id(index)
|
||||
if enhanced_gridmap:
|
||||
enhanced_gridmap.set_cell_rotation(Vector3i(position.x, 0, position.y), rotation_value)
|
||||
print("Cell rotation changed: ", rotation_value, " at position: ", position)
|
||||
@@ -0,0 +1,237 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://bnkcae3aoavgh"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/enhanced_gridmap/enhanced_gridmap_dock.gd" id="1_abcde"]
|
||||
|
||||
[node name="Enhanced GridMap" type="ScrollContainer"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_abcde")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "☕︎ Enhanced Grid Map"
|
||||
|
||||
[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Columns" type="HBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/Columns"]
|
||||
layout_mode = 2
|
||||
text = "Columns:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/Columns"]
|
||||
layout_mode = 2
|
||||
min_value = 1.0
|
||||
value = 10.0
|
||||
|
||||
[node name="Rows" type="HBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/Rows"]
|
||||
layout_mode = 2
|
||||
text = "Rows:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/Rows"]
|
||||
layout_mode = 2
|
||||
min_value = 1.0
|
||||
value = 10.0
|
||||
|
||||
[node name="AutoGenerate" type="CheckBox" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Auto Generate"
|
||||
|
||||
[node name="ClearButton" type="Button" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Clear Grid"
|
||||
|
||||
[node name="GenerateButton" type="Button" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Generate Grid"
|
||||
|
||||
[node name="QuickFillLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Quick Fill"
|
||||
|
||||
[node name="HSeparator2" type="HSeparator" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="FillOptions" type="OptionButton" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="FillButton" type="Button" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Fill Grid"
|
||||
|
||||
[node name="CellMapLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Cell Map"
|
||||
|
||||
[node name="HSeparator3" type="HSeparator" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="GridScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
|
||||
custom_minimum_size = Vector2(0, 300)
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="GridContainer" type="VBoxContainer" parent="VBoxContainer/GridScrollContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="ItemStates" type="VBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="MeshLibraryLabel" type="Label" parent="VBoxContainer/ItemStates"]
|
||||
layout_mode = 2
|
||||
text = "Mesh Library"
|
||||
|
||||
[node name="HSeparator4" type="HSeparator" parent="VBoxContainer/ItemStates"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="ItemStatesContainer" type="VBoxContainer" parent="VBoxContainer/ItemStates"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="AddItemStateButton" type="Button" parent="VBoxContainer/ItemStates"]
|
||||
layout_mode = 2
|
||||
text = "Add New Item State"
|
||||
|
||||
[node name="NormalItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/NormalItem"]
|
||||
layout_mode = 2
|
||||
text = "Normal Item:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/NormalItem"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="HoverItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/HoverItem"]
|
||||
layout_mode = 2
|
||||
text = "Hover Item:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/HoverItem"]
|
||||
layout_mode = 2
|
||||
value = 1.0
|
||||
|
||||
[node name="StartItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/StartItem"]
|
||||
layout_mode = 2
|
||||
text = "Start Item:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/StartItem"]
|
||||
layout_mode = 2
|
||||
value = 2.0
|
||||
|
||||
[node name="EndItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/EndItem"]
|
||||
layout_mode = 2
|
||||
text = "End Item:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/EndItem"]
|
||||
layout_mode = 2
|
||||
value = 3.0
|
||||
|
||||
[node name="NonWalkableItem" type="HBoxContainer" parent="VBoxContainer/ItemStates"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/ItemStates/NonWalkableItem"]
|
||||
layout_mode = 2
|
||||
text = "Non-Walkable Item:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/ItemStates/NonWalkableItem"]
|
||||
layout_mode = 2
|
||||
value = 4.0
|
||||
|
||||
[node name="RandomizeButton" type="Button" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Randomize Grid"
|
||||
|
||||
[node name="AStarContainer" type="VBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="AStarLabel" type="Label" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
text = "A* Pathfinding"
|
||||
|
||||
[node name="HSeparator5" type="HSeparator" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="DiagonalMovement" type="CheckBox" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
text = "Diagonal Movement"
|
||||
|
||||
[node name="StartX" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/StartX"]
|
||||
layout_mode = 2
|
||||
text = "Start X:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/StartX"]
|
||||
layout_mode = 2
|
||||
max_value = 9.0
|
||||
|
||||
[node name="StartZ" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/StartZ"]
|
||||
layout_mode = 2
|
||||
text = "Start Z:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/StartZ"]
|
||||
layout_mode = 2
|
||||
max_value = 9.0
|
||||
|
||||
[node name="EndX" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/EndX"]
|
||||
layout_mode = 2
|
||||
text = "End X:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/EndX"]
|
||||
layout_mode = 2
|
||||
max_value = 9.0
|
||||
|
||||
[node name="EndZ" type="HBoxContainer" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBoxContainer/AStarContainer/EndZ"]
|
||||
layout_mode = 2
|
||||
text = "End Z:"
|
||||
|
||||
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/AStarContainer/EndZ"]
|
||||
layout_mode = 2
|
||||
max_value = 9.0
|
||||
|
||||
[node name="FindPathButton" type="Button" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
text = "Find Path"
|
||||
|
||||
[node name="PathResultLabel" type="Label" parent="VBoxContainer/AStarContainer"]
|
||||
layout_mode = 2
|
||||
text = "Path Result:"
|
||||
autowrap_mode = 2
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 413 B |
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cak1euopkw681"
|
||||
path="res://.godot/imported/icon.png-55ce7476be277fe78f056db0afa06b3b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/enhanced_gridmap/icon.png"
|
||||
dest_files=["res://.godot/imported/icon.png-55ce7476be277fe78f056db0afa06b3b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -0,0 +1,49 @@
|
||||
[gd_resource type="MeshLibrary" load_steps=7 format=3 uid="uid://54tpx8cmksfc"]
|
||||
|
||||
[ext_resource type="ArrayMesh" uid="uid://dqguomxd16u0i" path="res://assets/models/meshes/start.res" id="1_xdwel"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://dspusnbkr74hg" path="res://assets/models/meshes/hover.res" id="2_5gp4i"]
|
||||
[ext_resource type="Material" uid="uid://bsyh0x4cy5qyr" path="res://assets/models/meshes/end.tres" id="3_qi66w"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://d4himvyb81in8" path="res://assets/models/meshes/non-walkable.res" id="4_h83ju"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://bgvropltcot0q" path="res://assets/models/meshes/normal.res" id="5_san4u"]
|
||||
|
||||
[sub_resource type="PlaneMesh" id="PlaneMesh_ti6kf"]
|
||||
material = ExtResource("3_qi66w")
|
||||
size = Vector2(1, 1)
|
||||
|
||||
[resource]
|
||||
item/0/name = "normal"
|
||||
item/0/mesh = ExtResource("1_xdwel")
|
||||
item/0/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/0/shapes = []
|
||||
item/0/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/0/navigation_layers = 1
|
||||
item/1/name = "hover"
|
||||
item/1/mesh = ExtResource("2_5gp4i")
|
||||
item/1/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/1/shapes = []
|
||||
item/1/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/1/navigation_layers = 1
|
||||
item/2/name = "start"
|
||||
item/2/mesh = ExtResource("1_xdwel")
|
||||
item/2/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/2/shapes = []
|
||||
item/2/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/2/navigation_layers = 1
|
||||
item/3/name = "end"
|
||||
item/3/mesh = SubResource("PlaneMesh_ti6kf")
|
||||
item/3/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/3/shapes = []
|
||||
item/3/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/3/navigation_layers = 1
|
||||
item/4/name = "non-walkable"
|
||||
item/4/mesh = ExtResource("4_h83ju")
|
||||
item/4/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/4/shapes = []
|
||||
item/4/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/4/navigation_layers = 1
|
||||
item/6/name = "grass"
|
||||
item/6/mesh = ExtResource("5_san4u")
|
||||
item/6/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/6/shapes = []
|
||||
item/6/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
item/6/navigation_layers = 1
|
||||
@@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="Enchaced Gridmap"
|
||||
description=""
|
||||
author="Bengski"
|
||||
version="1.0"
|
||||
script="plugin.gd"
|
||||
@@ -0,0 +1,28 @@
|
||||
@tool
|
||||
extends EditorPlugin
|
||||
|
||||
var dock
|
||||
|
||||
func _enter_tree():
|
||||
dock = preload("res://addons/enhanced_gridmap/enhanced_gridmap_dock.tscn").instantiate()
|
||||
add_control_to_dock(DOCK_SLOT_LEFT_UL, dock)
|
||||
add_custom_type("EnhancedGridMap", "GridMap", preload("res://addons/enhanced_gridmap/enhanced_gridmap.gd"), preload("res://addons/enhanced_gridmap/icon.png"))
|
||||
|
||||
func _exit_tree():
|
||||
remove_control_from_docks(dock)
|
||||
dock.free()
|
||||
remove_custom_type("EnhancedGridMap")
|
||||
|
||||
func _handles(object):
|
||||
return object is EnhancedGridMap
|
||||
|
||||
func _make_visible(visible):
|
||||
if dock:
|
||||
dock.visible = visible
|
||||
|
||||
func _get_plugin_name():
|
||||
return "EnhancedGridMap"
|
||||
|
||||
func _edit(object):
|
||||
if dock and object is EnhancedGridMap:
|
||||
dock.set_enhanced_gridmap(object)
|
||||
Reference in New Issue
Block a user