PathFindingService

Un servizio che calcola i percorsi.
Concetti ChiaveDettagli
PathfindingServiceUn servizio che calcola i percorsi.
PathUn oggetto che rappresenta un percorso calcolato.
WaypointsPunti lungo il percorso che il personaggio seguirà.
Agent ParametersParametri che definiscono le capacità di movimento e le limitazioni del personaggio (es. raggio, altezza, altezza di salto).
Blocked EventUn evento che viene attivato quando il percorso è bloccato.
StatusChanged EventUn evento che viene attivato quando lo stato del percorso cambia.

Definire Punto di Inizio e Fine

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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

Creare un Percorso

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

Calcolare un Percorso

-- 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

Visualizzare il Percorso

-- 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

Muovere NPC Lungo il Percorso

-- 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

Esempio: Codice 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.")