Servicio de Búsqueda de Ruta

Un servicio que calcula rutas de navegación.
Conceptos ClaveDetalles
PathfindingServiceUn servicio que calcula rutas de navegación.
PathUn objeto que representa una ruta calculada.
WaypointsPuntos a lo largo de la ruta que el personaje seguirá.
Agent ParametersParámetros que definen las capacidades y limitaciones de movimiento del personaje (e.g., radio, altura, altura de salto).
Blocked EventUn evento que se dispara cuando la ruta está bloqueada.
StatusChanged EventUn evento que se dispara cuando el estado de la ruta cambia.

Definir Punto de Inicio y Punto Final

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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

Creando una Ruta

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

Calculando una Ruta

-- 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

Visualizando la Ruta

-- 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

Moviendo NPC a lo largo de la Ruta

-- 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

Ejemplo: Código Completo

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.")

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