PathFindingService

Ein Dienst, der Pfade berechnet.
SchlüsselkonzepteDetails
PathfindingServiceEin Dienst, der Pfade berechnet.
PathEin Objekt, das einen berechneten Pfad darstellt.
WaypointsPunkte entlang des Pfades, denen der Charakter folgen wird.
Agent ParametersParameter, die die Bewegungsfähigkeiten und Einschränkungen des Charakters definieren (z.B. Radius, Höhe, Sprunghöhe).
Blocked EventEin Ereignis, das ausgelöst wird, wenn der Pfad blockiert ist.
StatusChanged EventEin Ereignis, das ausgelöst wird, wenn sich der Pfadstatus ändert.

Start- und Endpunkt definieren

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Roblox Studio
local PathfindingService = game:GetService("PathfindingService")
local character = workspace:WaitForChild("NPC")
local humanoid = character:WaitForChild("Humanoid")
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
humanoidRootPart.Anchored = false

-- Get the NPC's start position
local startPoint
if character.PrimaryPart then
	startPoint = character.PrimaryPart.Position
elseif character:FindFirstChild("HumanoidRootPart") then
	startPoint = character.HumanoidRootPart.Position
else
	error("No valid part found to determine the NPC's position")
end

local endPoint = workspace.End.Position

Einen Pfad erstellen

-- Create a path object
local path = PathfindingService:CreatePath({
	AgentRadius = 2,
	AgentHeight = 5,
	AgentCanJump = true,
	AgentJumpHeight = 10,
	AgentMaxSlope = 45,
})

Einen Pfad berechnen

-- Compute the path
path:ComputeAsync(startPoint, endPoint)

-- Check the path's status
if path.Status == Enum.PathStatus.Success then
	print("Path successfully computed.")
elseif path.Status == Enum.PathStatus.NoPath then
	print("No path could be found.")
elseif path.Status == Enum.PathStatus.Fail then
	print("Path computation failed.")
end

Den Pfad visualisieren

-- Visualize the path
local waypoints = path:GetWaypoints()

for _, waypoint in ipairs(waypoints) do
	local part = Instance.new("Part")
	part.Shape = Enum.PartType.Ball
	part.Material = Enum.Material.Neon
	part.Color = Color3.fromRGB(0, 255, 0)
	part.Size = Vector3.new(0.5, 0.5, 0.5)
	part.Position = waypoint.Position
	part.Anchored = true
	part.CanCollide = false
	part.Parent = workspace
end
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Roblox Studio

NPC entlang des Pfades bewegen

-- Move the character along the path
for _, waypoint in ipairs(waypoints) do
	print(waypoint.Position)
	print(humanoid)
	humanoid:MoveTo(waypoint.Position)
	humanoid.MoveToFinished:Wait()
end

print("Character has followed the path.")
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Roblox Studio

Beispiel: Vollständiger Code

local PathfindingService = game:GetService("PathfindingService")
local character = workspace:WaitForChild("NPC")
local humanoid = character:WaitForChild("Humanoid")
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
humanoidRootPart.Anchored = false

-- Get the NPC's start position
local startPoint
if character.PrimaryPart then
	startPoint = character.PrimaryPart.Position
elseif character:FindFirstChild("HumanoidRootPart") then
	startPoint = character.HumanoidRootPart.Position
else
	error("No valid part found to determine the NPC's position")
end

local endPoint = workspace.End.Position


-- Create a path object
local path = PathfindingService:CreatePath({
	AgentRadius = 2,
	AgentHeight = 5,
	AgentCanJump = true,
	AgentJumpHeight = 10,
	AgentMaxSlope = 45,
})

-- Compute the path
path:ComputeAsync(startPoint, endPoint)

-- Check the path's status
if path.Status == Enum.PathStatus.Success then
	print("Path successfully computed.")
elseif path.Status == Enum.PathStatus.NoPath then
	print("No path could be found.")
elseif path.Status == Enum.PathStatus.Fail then
	print("Path computation failed.")
end

-- Handle path being blocked during movement
path.Blocked:Connect(function(blockedWaypointIndex)
	print("Path is blocked at waypoint index:", blockedWaypointIndex)
end)

-- Visualize the path
local waypoints = path:GetWaypoints()

for _, waypoint in ipairs(waypoints) do
	local part = Instance.new("Part")
	part.Shape = Enum.PartType.Ball
	part.Material = Enum.Material.Neon
	part.Color = Color3.fromRGB(0, 255, 0)
	part.Size = Vector3.new(0.5, 0.5, 0.5)
	part.Position = waypoint.Position
	part.Anchored = true
	part.CanCollide = false
	part.Parent = workspace
end


-- Move the character along the path
for _, waypoint in ipairs(waypoints) do
	print(waypoint.Position)
	print(humanoid)
	humanoid:MoveTo(waypoint.Position)
	humanoid.MoveToFinished:Wait()
end

print("Character has followed the path.")