extends Spatial var m = SpatialMaterial.new() var winddir = Vector3(1,0,0) onready var pathfinder = get_node("PLAYERS/Player2") var path = [] var map_rid var client_id var player_char var players_info = {} # Called when the node enters the scene tree for the first time. func _ready(): map_rid = NavigationServer.get_maps() print(map_rid) for rid in map_rid: NavigationServer.map_set_edge_connection_margin(rid,1) m.flags_unshaded = true m.flags_use_point_size = true m.albedo_color = Color.white remotesync func update_players_info(info): players_info = info remote func _call_on_server(function, arguments): print('Remote server call: ' + function) $Server.call(function, arguments) func find_path(to): pathfinder.nav.set_target_location(to) var t_path = pathfinder.nav.get_next_location() pathfinder.should_move = true t_path = pathfinder.nav.get_nav_path() print(to) print(t_path) draw_path(t_path) pass func draw_path(path_array): var im = get_node("Draw") im.set_material_override(m) im.clear() im.begin(Mesh.PRIMITIVE_POINTS, null) im.add_vertex(path_array[0]) im.add_vertex(path_array[path_array.size() - 1]) im.end() im.begin(Mesh.PRIMITIVE_LINE_STRIP, null) for x in path_array: im.add_vertex(x) im.end()