Major work with new Boid prefrab, configuring rules and attempt at camera wrapping - getting close to working prototype

This commit is contained in:
Xevion
2020-05-16 18:22:59 -05:00
parent 9825761f86
commit 1dd037839e
5 changed files with 189 additions and 36 deletions

View File

@@ -1,34 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class BoidController : MonoBehaviour {
// Controller Attributes
public Rect space;
public Rect space = new Rect(new Vector2(0, 0), new Vector2(24000, 14000));
// Swarm Attributes
public int boidCount = 1000;
public int boidCount = 50;
public float boidGroupRange = 1.0f;
// Bias changes how different rules influence individual Boids more or less
public float separationBias = 1.0f;
public float alignmentBias = 1.0f;
public float cohesionBias = 1.0f;
private List<Boid> _boids = new List<Boid>();
public GameObject boidObject;
public List<Boid> boids = new List<Boid>();
private void OnDrawGizmos() {
Gizmos.DrawWireCube(space.center, space.size);
}
void Start() {
for(int i = 0; i < boidCount; i++)
_boids.Add(new Boid(Vector2.zero, new Vector2(1, 1)));
for (int i = 0; i < boidCount; i++) {
var position = new Vector2(Random.Range(-15, 15), Random.Range(-15, 15));
var boid = Instantiate(boidObject, position, Quaternion.identity);
boid.transform.parent = transform;
boids.Add(boid.GetComponent<Boid>());
boids[boids.Count - 1].position = position;
}
}
void Update() {
float[] magnitudes = new float[] {cohesionBias, separationBias, alignmentBias};
// foreach (Boid boid in boids) {
// if (!space.Contains(boid.position))
// boid.position = transform.position;
// }
float[] magnitudes = {cohesionBias, separationBias, alignmentBias};
// Update all Boid positions
foreach (Boid boid in _boids) {
boid.SetPosition(boid.NextPosition(_boids, magnitudes));
foreach (Boid boid in boids) {
Vector2 next = boid.NextPosition(boids, magnitudes);
boid.position = next;
boid.transform.position = new Vector3(next.x, next.y, 0);
}
}
}
}