mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-14 14:11:04 -06:00
hide boidlist in inspector, fix ortho camera/rect implementation properly, move Boid movement functionality into Boid Update, get rid of NextUpdate
This commit is contained in:
@@ -23,10 +23,10 @@ public class BoidController : MonoBehaviour {
|
||||
public GameObject boidObject;
|
||||
|
||||
// Boid Objects for Updates
|
||||
public List<Boid> boids = new List<Boid>();
|
||||
[HideInInspector] public List<Boid> boids = new List<Boid>();
|
||||
|
||||
// Used for wrapping
|
||||
Camera _cam;
|
||||
internal Camera _cam;
|
||||
|
||||
private void OnDrawGizmos() {
|
||||
Gizmos.DrawWireCube(space.center, space.size);
|
||||
@@ -38,8 +38,8 @@ public class BoidController : MonoBehaviour {
|
||||
|
||||
// Size the Rectangle based on the Camera's Orthographic View
|
||||
float height = 2f * _cam.orthographicSize;
|
||||
float width = height * _cam.aspect;
|
||||
space = new Rect(transform.position, new Vector2(width, height));
|
||||
Vector2 size = new Vector2(height * _cam.aspect, height);
|
||||
space = new Rect((Vector2) transform.position - size / 2, size);
|
||||
|
||||
// Add in Boid Objects / Spawn Boid Prefabs
|
||||
for (int i = 0; i < boidCount; i++) {
|
||||
@@ -53,42 +53,4 @@ public class BoidController : MonoBehaviour {
|
||||
boids[boids.Count - 1].position = position;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
// Wrapping Functionality
|
||||
foreach (Boid boid in boids) {
|
||||
if (!space.Contains(boid.position)) {
|
||||
// Activate Wrap, Move
|
||||
Vector2 newPosition = boid.transform.position;
|
||||
Vector3 viewportPosition = _cam.WorldToViewportPoint(newPosition);
|
||||
|
||||
if (!boid.IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
|
||||
newPosition.x = -newPosition.x;
|
||||
boid.IsWrappingX = true;
|
||||
}
|
||||
|
||||
if (!boid.IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
|
||||
newPosition.y = -newPosition.y;
|
||||
boid.IsWrappingY = true;
|
||||
}
|
||||
|
||||
boid.transform.position = newPosition;
|
||||
boid.position = newPosition;
|
||||
}
|
||||
else {
|
||||
// Within the rectangle again
|
||||
boid.IsWrappingX = false;
|
||||
boid.IsWrappingY = false;
|
||||
}
|
||||
}
|
||||
|
||||
float[] magnitudes = {cohesionBias, separationBias, alignmentBias};
|
||||
// Update all Boid positions
|
||||
foreach (Boid boid in boids) {
|
||||
Vector2 next = boid.NextPosition(boids, magnitudes);
|
||||
|
||||
boid.position = next;
|
||||
boid.transform.position = new Vector3(next.x, next.y, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user