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https://github.com/Xevion/Boids.git
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update Boid class for new Monobehavior structure
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@@ -1,22 +1,13 @@
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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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public class Boid {
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// Boids are represented by a moving, rotating triangle.
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private Vector2 _position;
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// Boids should communicate with sibling Boids
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private Vector2 _velocity;
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public class Boid : MonoBehaviour {
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public Vector2 velocity = Vector2.zero;
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public Boid(Vector2 position, Vector2 velocity) {
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_position = position;
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_velocity = velocity;
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}
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public void SetPosition(Vector2 position) {
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_position = position;
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}
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// Renders the Boid. If focused, the
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void Render(bool focused = false) {
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void Start() {
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velocity = Vector2.one;
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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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// Returns the next position the Boid will be moving to
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@@ -29,23 +20,23 @@ public class Boid {
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Vector2 r2 = Rule2(flock) * magnitudes[1];
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Vector2 r2 = Rule2(flock) * magnitudes[1];
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Vector2 r3 = Rule3(flock) * magnitudes[2];
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Vector2 r3 = Rule3(flock) * magnitudes[2];
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return _position + r1 + r2 + r3;
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return transform.position + (Vector3) (r1 + r2 + r3);
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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 += boid._position;
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center += (Vector2) boid.transform.position;
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center /= flock.Count;
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center /= flock.Count;
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return (center - _position) / 100;
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return (center - (Vector2) transform.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._position - _position;
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Vector2 diff = boid.transform.position - transform.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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@@ -56,15 +47,16 @@ public class Boid {
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Vector3 Rule3(List<Boid> flock) {
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Vector3 Rule3(List<Boid> flock) {
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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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perceived /= flock.Count;
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perceived /= flock.Count;
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return (perceived - _velocity) / 8;
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return (perceived - velocity) / 8;
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}
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}
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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(_position, boid._position) <= radius)
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if(boid != this && Vector2.Distance(transform.position, boid.transform.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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