mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-15 16:11:06 -06:00
Major work with new Boid prefrab, configuring rules and attempt at camera wrapping - getting close to working prototype
This commit is contained in:
@@ -1,50 +1,119 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Analytics;
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// Boids are represented by a moving, rotating triangle.
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// Boids are represented by a moving, rotating triangle.
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// Boids should communicate with sibling Boids
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// Boids should communicate with sibling Boids
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public class Boid : MonoBehaviour {
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public class Boid : MonoBehaviour {
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public Vector2 velocity = Vector2.zero;
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public Vector2 position = Vector2.zero;
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public Vector2 velocity;
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private Renderer[] _renderers;
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bool _isWrappingX = false;
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bool _isWrappingY = false;
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Camera _cam;
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Vector3 _viewportPosition;
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void Start() {
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void Start() {
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velocity = Vector2.one;
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velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1);
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_renderers = GetComponents<Renderer>();
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_cam = Camera.main;
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_viewportPosition = _cam.WorldToViewportPoint(transform.position);
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}
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void Update() {
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// Updates the rotation of the object based on the Velocity
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transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y));
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ScreenWrap();
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}
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bool CheckRenderers() {
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foreach (var renderer in _renderers) {
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// If at least one render is visible, return true
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if (renderer.isVisible) {
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return true;
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}
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}
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// Otherwise, the object is invisible
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return false;
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}
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void ScreenWrap() {
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var isVisible = CheckRenderers();
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if (isVisible) {
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_isWrappingX = false;
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_isWrappingY = false;
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return;
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}
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if (_isWrappingX && _isWrappingY) {
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return;
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}
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var newPosition = transform.position;
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if (!_isWrappingX && (_viewportPosition.x > 1 || _viewportPosition.x < 0)) {
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newPosition.x = -newPosition.x;
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_isWrappingX = true;
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}
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if (!_isWrappingY && (_viewportPosition.y > 1 || _viewportPosition.y < 0)) {
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newPosition.y = -newPosition.y;
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_isWrappingY = true;
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}
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transform.position = newPosition;
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}
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}
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// Returns the next position the Boid will be moving to
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public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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// Find the local flock
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// Acquires all
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List<Boid> flock = GetFlock(boids, 5);
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List<Boid> flock = GetFlock(boids, 20);
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// Calculate all offsets and multiple by magnitudes given
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if (flock.Count > 0) {
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Vector2 r1 = Rule1(flock) * magnitudes[0];
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// Calculate all offsets and multiple by magnitudes given
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Vector2 r2 = Rule2(flock) * magnitudes[1];
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Vector2 r1 = Rule1(flock) * magnitudes[0];
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Vector2 r3 = Rule3(flock) * magnitudes[2];
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Vector2 r2 = Rule2(flock) * magnitudes[1];
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Vector2 r3 = Rule3(flock) * magnitudes[2];
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velocity += r1 + r2 + r3;
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}
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return transform.position + (Vector3) (r1 + r2 + r3);
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LimitVelocity();
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return position + velocity;
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}
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void LimitVelocity() {
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if (velocity.magnitude > 2f) {
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velocity = (velocity / velocity.magnitude) * 2f;
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}
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}
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}
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// Cohesion: Steer towards center of mass of flock
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// Cohesion: Steer towards center of mass of flock
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Vector2 Rule1(List<Boid> flock) {
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Vector2 Rule1(List<Boid> flock) {
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Vector2 center = Vector2.zero;
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Vector2 center = Vector2.zero;
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foreach (Boid boid in flock)
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foreach (Boid boid in flock)
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center += (Vector2) boid.transform.position;
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center += boid.position;
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center /= flock.Count;
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center /= flock.Count;
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return (center - (Vector2) transform.position) / 100;
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return (center - this.position) / 100;
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}
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}
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// Separation: Steer to avoid other Boids within flock
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// Separation: Steer to avoid other Boids within flock
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Vector2 Rule2(List<Boid> flock) {
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Vector2 Rule2(List<Boid> flock) {
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Vector2 c = Vector2.zero;
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Vector2 c = Vector2.zero;
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foreach (Boid boid in flock) {
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foreach (Boid boid in flock) {
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Vector2 diff = boid.transform.position - transform.position;
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Vector2 diff = boid.position - this.position;
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if (diff.magnitude < 5)
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if (diff.magnitude < 5)
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c -= diff;
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c -= diff;
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}
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}
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return c;
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return c;
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}
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}
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// Alignment: Steer to align with the average heading of the flock
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// Alignment: Steer to align with the average heading of the flock
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Vector3 Rule3(List<Boid> flock) {
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Vector3 Rule3(List<Boid> flock) {
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if (flock.Count == 0)
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return Vector2.zero;
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Vector2 perceived = Vector2.zero;
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Vector2 perceived = Vector2.zero;
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foreach (Boid boid in flock)
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foreach (Boid boid in flock)
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perceived += boid.velocity;
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perceived += boid.velocity;
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@@ -55,8 +124,8 @@ public class Boid : MonoBehaviour {
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// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
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// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
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List<Boid> GetFlock(List<Boid> boids, float radius) {
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List<Boid> GetFlock(List<Boid> boids, float radius) {
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List<Boid> flock = new List<Boid>();
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List<Boid> flock = new List<Boid>();
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foreach(Boid boid in boids)
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foreach (Boid boid in boids)
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if(boid != this && Vector2.Distance(transform.position, boid.transform.position) <= radius)
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if (boid != this && Vector2.Distance(this.position, boid.position) <= radius)
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flock.Add(boid);
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flock.Add(boid);
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return flock;
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return flock;
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}
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}
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61
Assets/Boid.prefab
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61
Assets/Boid.prefab
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@@ -0,0 +1,61 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1 &1737515784064720040
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1737515784064720086}
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- component: {fileID: 1737515784064720041}
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- component: {fileID: 1737515784064720087}
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m_Layer: 0
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m_Name: Boid
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_IsActive: 1
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--- !u!4 &1737515784064720086
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1737515784064720040}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1737515784064720041
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MonoBehaviour:
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m_ObjectHideFlags: 0
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--- !u!114 &1737515784064720087
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7
Assets/Boid.prefab.meta
Normal file
7
Assets/Boid.prefab.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 23e1eaaf69d4ef342ac3ef9590f6c642
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,13 +1,13 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class BoidController : MonoBehaviour {
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public class BoidController : MonoBehaviour {
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// Controller Attributes
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// Controller Attributes
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public Rect space;
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public Rect space = new Rect(new Vector2(0, 0), new Vector2(24000, 14000));
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// Swarm Attributes
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// Swarm Attributes
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public int boidCount = 1000;
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public int boidCount = 50;
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public float boidGroupRange = 1.0f;
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public float boidGroupRange = 1.0f;
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// Bias changes how different rules influence individual Boids more or less
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// Bias changes how different rules influence individual Boids more or less
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@@ -15,20 +15,37 @@ public class BoidController : MonoBehaviour {
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public float alignmentBias = 1.0f;
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public float alignmentBias = 1.0f;
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public float cohesionBias = 1.0f;
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public float cohesionBias = 1.0f;
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private List<Boid> _boids = new List<Boid>();
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public GameObject boidObject;
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void Start() {
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public List<Boid> boids = new List<Boid>();
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for(int i = 0; i < boidCount; i++)
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_boids.Add(new Boid(Vector2.zero, new Vector2(1, 1)));
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private void OnDrawGizmos() {
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Gizmos.DrawWireCube(space.center, space.size);
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}
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}
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void Update() {
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void Start() {
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float[] magnitudes = new float[] {cohesionBias, separationBias, alignmentBias};
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for (int i = 0; i < boidCount; i++) {
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// Update all Boid positions
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var position = new Vector2(Random.Range(-15, 15), Random.Range(-15, 15));
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foreach (Boid boid in _boids) {
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var boid = Instantiate(boidObject, position, Quaternion.identity);
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boid.SetPosition(boid.NextPosition(_boids, magnitudes));
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boid.transform.parent = transform;
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boids.Add(boid.GetComponent<Boid>());
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boids[boids.Count - 1].position = position;
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}
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}
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}
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}
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void Update() {
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// foreach (Boid boid in boids) {
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// if (!space.Contains(boid.position))
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// boid.position = transform.position;
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// }
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float[] magnitudes = {cohesionBias, separationBias, alignmentBias};
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// Update all Boid positions
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foreach (Boid boid in boids) {
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Vector2 next = boid.NextPosition(boids, magnitudes);
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boid.position = next;
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boid.transform.position = new Vector3(next.x, next.y, 0);
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}
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}
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}
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}
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@@ -1,6 +1,5 @@
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{
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{
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"dependencies": {
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"dependencies": {
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"com.akb.knn": "file:F:/Programming/Unity/KNN",
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"com.unity.ads": "2.0.8",
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"com.unity.ads": "2.0.8",
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"com.unity.analytics": "3.3.2",
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"com.unity.analytics": "3.3.2",
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"com.unity.collab-proxy": "1.2.16",
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"com.unity.collab-proxy": "1.2.16",
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