Another suggestion for the pathfinding. This solution is already used in some commercial adventure games
The path network is defined with Nodes, Rails and Area.
- The Actor is always on the network and cannot go out.This is a better solution for the testing than a large area where you have to check if the character does not walk on walls or foregrounds ...
- You could define a specific animation on a rail or area
- The Blocked Region and Waypoints are no more usefull
- You can create a network per actor
- The scale ratio is no more linear. You can play with the perspective
- Node, Rails and Area can have decoration attributes
- The scene entity becomes WalkToNode which is automaticaly reajusted when you tweak the network
The pathfinding is calculate like this
Blocking the actor is done thanks to the Active attributes