update Boid class for new Monobehavior structure

This commit is contained in:
Xevion
2020-05-16 13:05:48 -05:00
parent 5b049f2f24
commit 5b16c736ee

View File

@@ -1,22 +1,13 @@
using System.Collections.Generic;
using UnityEngine;
public class Boid {
private Vector2 _position;
private Vector2 _velocity;
public Boid(Vector2 position, Vector2 velocity) {
_position = position;
_velocity = velocity;
}
public void SetPosition(Vector2 position) {
_position = position;
}
// Renders the Boid. If focused, the
void Render(bool focused = false) {
// Boids are represented by a moving, rotating triangle.
// Boids should communicate with sibling Boids
public class Boid : MonoBehaviour {
public Vector2 velocity = Vector2.zero;
void Start() {
velocity = Vector2.one;
}
// Returns the next position the Boid will be moving to
@@ -29,23 +20,23 @@ public class Boid {
Vector2 r2 = Rule2(flock) * magnitudes[1];
Vector2 r3 = Rule3(flock) * magnitudes[2];
return _position + r1 + r2 + r3;
return transform.position + (Vector3) (r1 + r2 + r3);
}
// Cohesion: Steer towards center of mass of flock
Vector2 Rule1(List<Boid> flock) {
Vector2 center = Vector2.zero;
foreach (Boid boid in flock)
center += boid._position;
center += (Vector2) boid.transform.position;
center /= flock.Count;
return (center - _position) / 100;
return (center - (Vector2) transform.position) / 100;
}
// Separation: Steer to avoid other Boids within flock
Vector2 Rule2(List<Boid> flock) {
Vector2 c = Vector2.zero;
foreach (Boid boid in flock) {
Vector2 diff = boid._position - _position;
Vector2 diff = boid.transform.position - transform.position;
if (diff.magnitude < 5)
c -= diff;
}
@@ -56,15 +47,16 @@ public class Boid {
Vector3 Rule3(List<Boid> flock) {
Vector2 perceived = Vector2.zero;
foreach (Boid boid in flock)
perceived += boid._velocity;
perceived += boid.velocity;
perceived /= flock.Count;
return (perceived - _velocity) / 8;
return (perceived - velocity) / 8;
}
// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
List<Boid> GetFlock(List<Boid> boids, float radius) {
List<Boid> flock = new List<Boid>();
foreach(Boid boid in boids)
if(boid != this && Vector2.Distance(_position, boid._position) <= radius)
if(boid != this && Vector2.Distance(transform.position, boid.transform.position) <= radius)
flock.Add(boid);
return flock;
}