Godot 3.5
根据 Path2D 路径移动,可以设置多个节点,类似于 Tween 节点,调用 play 方法进行移动节点
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# 节点路径移动
#============================================================
# * 调用 set_custom_move_method 方法设置自定义移动方式
# * 默认移动方式为下面的 _default_method 方法,默认以 Control 类型
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# @datetime: 2022-5-5 21:19:33
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tool
class_name PathMove
extends Node
## 按照这个 Path2D 移动
export var path : NodePath setget set_path
var _path_player : _PathPlayer = _PathPlayer.new()
#============================================================
# Set/Get
#============================================================
func set_path(value: NodePath) -> void:
path = value
update_configuration_warning()
## 设置自定义移动的方法
## (这个方法必须有两个参数,第一个接收 Control 类型的节点,第二个为路径上的位置 Vector2D 类型)
## @object
## @method
func set_custom_move_method(object: Object, method: String):
_path_player.set_custom_move_method(object, method)
#============================================================
# 内置
#============================================================
func _enter_tree():
_path_player._path = get_node_or_null(path) as Path2D
func _ready():
if Engine.editor_hint:
set_process(false)
set_custom_move_method(self, "_default_method")
func _process(delta):
_path_player._process(delta)
func _get_configuration_warning():
if path == "":
return "没有设置 path 属性"
var p = get_node_or_null(path)
if not p is Path2D:
return "选中的节点必须是 Path2D 类型的节点"
return ""
#============================================================
# 自定义
#============================================================
## 默认移动方式
func _default_method(host, pos: Vector2):
if host is Node2D:
host.global_position = pos
elif host is Control:
host.rect_global_position = pos
## 播放节点移动
## @object
## @time
func play(object: Control, time: float):
_path_player.add_task(object, time)
#============================================================
# 路径动画播放器
#============================================================
class _PathPlayer:
var _tasks = {}
var _path : Path2D
var _func : FuncRef
func set_custom_move_method(object: Object, method: String):
_func = funcref(object, method)
func _process(delta: float):
for task in _tasks:
if task.execute(delta):
_tasks.erase(task)
func add_task(object: Node, time: float):
var task = Task.new(_path, time)
task._host = object
task._curve = _path.curve
task._func = _func
_tasks[task] = null
class Task:
var _host : Node
var _curve : Curve2D
var _func : FuncRef
var _length_step : float
var _length_max : float
var _length : float
func _init(path: Path2D, time_max: float):
_length_max = path.curve.get_baked_length()
_length_step = _length_max / time_max
func execute(delta: float):
_length += _length_step * delta
var pos : Vector2 = _curve.interpolate_baked(_length)
_func.call_func(_host, pos)
if _length >= _length_max:
return true
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