Started refactoring for easier use
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@@ -13,10 +13,7 @@ func _ready() -> void:
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%GridDisplay.grid = astarGrid
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func generateSimpleGrid() -> AStarGrid2D:
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var grid = AStarGrid2D.new()
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grid.cell_size = Vector2(GroundLayer.tile_set.tile_size)
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grid.region = GroundLayer.get_used_rect()
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grid.update()
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var grid = newGrid()
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for id in GroundLayer.get_used_cells():
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var data: TileData = GroundLayer.get_cell_tile_data(id)
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@@ -26,20 +23,31 @@ func generateSimpleGrid() -> AStarGrid2D:
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return grid
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func generateObstacleGrid() -> AStarGrid2D:
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astarGrid = AStarGrid2D.new()
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astarGrid.cell_size = Vector2(GroundLayer.tile_set.tile_size)
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astarGrid.region = GroundLayer.get_used_rect()
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astarGrid.update()
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var grid = newGrid()
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var layers = ObstacleLayer.get_children()
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for layer in layers:
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for id in layer.get_used_cells():
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var data: TileData = layer.get_cell_tile_data(id)
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if data and data.get_custom_data('obstacle'):
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astarGrid.set_point_solid(id)
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grid.set_point_solid(id)
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return astarGrid
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return grid
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func newGrid() -> AStarGrid2D:
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var _astarGrid = AStarGrid2D.new()
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_astarGrid.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
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_astarGrid.default_estimate_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
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_astarGrid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES
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_astarGrid.cell_size = Vector2(GroundLayer.tile_set.tile_size)
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_astarGrid.region = GroundLayer.get_used_rect()
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_astarGrid.update()
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return _astarGrid
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func getGrid():
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return astarGrid
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