Boid optimize/fix wrapping checks

This commit is contained in:
Xevion
2020-05-16 22:31:52 -05:00
parent 76beeb9095
commit 4d00d3b26a

View File

@@ -23,11 +23,7 @@ public class Boid : MonoBehaviour {
transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y));
// Skip Flock Calculations if wrapping in progress
if (IsWrappingX || IsWrappingY) {
position += velocity;
return;
}
if (!IsWrappingX && !IsWrappingY) {
// Acquires all Boids within the local flock
// List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
List<Boid> flock = parent.boids;
@@ -45,9 +41,14 @@ public class Boid : MonoBehaviour {
velocity = (velocity / velocity.magnitude) * parent.boidVelocityLimit;
}
}
// Update 2D and 3D transform positions based on current velocity
position += velocity;
transform.position = new Vector3(position.x, position.y, 0);
// If either dimension of wrapping is still unlocked, check wrapping code.
if(!IsWrappingX || !IsWrappingY)
Wrapping();
}