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:
Xevion
2020-05-16 22:25:29 -05:00
parent aaec1923eb
commit 76beeb9095
2 changed files with 41 additions and 49 deletions

View File

@@ -21,16 +21,17 @@ public class Boid : MonoBehaviour {
void Update() {
// Updates the rotation of the object based on the Velocity
transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y));
}
public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
// Skip Flock Calculations if wrapping in progress
if (IsWrappingX || IsWrappingY)
return position + velocity;
if (IsWrappingX || IsWrappingY) {
position += velocity;
return;
}
// Acquires all Boids within the local flock
List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
// List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
List<Boid> flock = parent.boids;
if (flock.Count > 0) {
// Calculate all offsets and multiple by magnitudes given
Vector2 r1 = Rule1(flock) * parent.cohesionBias;
@@ -44,7 +45,36 @@ public class Boid : MonoBehaviour {
velocity = (velocity / velocity.magnitude) * parent.boidVelocityLimit;
}
return position + velocity;
position += velocity;
transform.position = new Vector3(position.x, position.y, 0);
Wrapping();
}
void Wrapping() {
if (!parent.space.Contains(position)) {
// Activate Wrap, Move
Vector2 newPosition = transform.position;
Vector3 viewportPosition = parent._cam.WorldToViewportPoint(newPosition);
if (!IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
newPosition.x = -newPosition.x;
IsWrappingX = true;
}
if (!IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
newPosition.y = -newPosition.y;
IsWrappingY = true;
}
transform.position = newPosition;
position = newPosition;
}
else {
// Within the rectangle again
IsWrappingX = false;
IsWrappingY = false;
}
}
Vector2 GetRandomVelocity(float magnitude) {

View File

@@ -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);
}
}
}