Merge branch 'master' of github.com:Xevion/Boids

 Conflicts:
	Boids/Assets/Resources/Icons/banner.psd.meta
This commit is contained in:
Xevion
2020-06-05 22:05:38 -05:00
16 changed files with 285 additions and 94 deletions

19
BUGS.md Normal file
View File

@@ -0,0 +1,19 @@
# bugs
A list of frustrating or curious bugs.
- DrawCircle Function Draw on Incorrect Axis
- For a long period of time, I couldn't figure out why my DrawCircle function was only drawing a straight line.
I reworked the code, looked online and did everything I could to get the function working before I gave up.
A day later, I switched from 2D mode to Freecam mode, and I finally saw it.
The circle was drew aligned on the incorrect axis, causing it to appear as a single line.
The fix was was just swapping one argument with the next. `(x, 0, y) -> (x, y, 0)`
- OnCenteringVelocity applied at > 200x correct rate
- When I implemented `Time.deltaTime` based velocity calculations, I didn't correct the OnCenteringVelocity implementation.
This caused a strange behaviour that looked very similar to a incorrect boundary calculation.
I spent some time checking Boundary/Wrapping related code before I forgot it, as I hadn't modified it.
It didn't take that long, but I'm still surprised I caught it since the mistake is so small.
The error was that since the `Time.deltaTime` value is not multiplied (scaling the 1x multiplier down to 0.02x),
the velocity would speed it to an incredible speed for a single frame.
This would cause all edge wrapped boids to skip a certain distance to the center of the rectangle which looked like
an edge wrapping/boundary error.

View File

@@ -0,0 +1,2 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=assets_005Ceditor/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

View File

@@ -1,11 +1,11 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BoidController))]
public class BoidControllerEditor : Editor {
public class BoidControllerEditor : UnityEditor.Editor {
public override void OnInspectorGUI() {
var controller = (BoidController) target;
bool redraw = false;
// Boid Count update
EditorGUI.BeginChangeCheck();
@@ -20,31 +20,47 @@ public class BoidControllerEditor : Editor {
}
// Basic Boid Controller Attributes
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 25.0f);
controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 25.0f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boidStartVelocity =
EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 25.0f);
EditorGUILayout.MinMaxSlider("Speed Limit", ref controller.minSpeed, ref controller.maxSpeed, 0.01f, 25f);
// controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
// controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 25.0f);
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 50f);
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 200f);
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 500f);
EditorGUI.BeginChangeCheck();
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidSeparationRange =
EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boidFOV = EditorGUILayout.Slider("Boid FOV", controller.boidFOV, 1f, 360f);
redraw = redraw || EditorGUI.EndChangeCheck();
// Boid Bias Attributes
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 1.5f);
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 1.5f);
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 1.5f);
controller.separationBias =
EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 2.5f);
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 1.5f);
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping);
controller.edgeWrapping = EditorGUILayout.Toggle("Enable Wrapping?", controller.edgeWrapping);
controller.enableAlignment = EditorGUILayout.Toggle("Enable Alignment?", controller.enableAlignment);
controller.enableCohesion = EditorGUILayout.Toggle("Enable Cohesion?", controller.enableCohesion);
controller.enableSeparation = EditorGUILayout.Toggle("Enable Separation?", controller.enableSeparation);
controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
controller.enableFOVChecks = EditorGUILayout.Toggle("Enable FOV?", controller.enableFOVChecks);
// Boid Rendering
controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
EditorGUI.BeginChangeCheck();
controller.circleVertexCount =
EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
// controller.arcVertexCount =
// EditorGUILayout.IntSlider("Arc Vertex Count", controller.arcVertexCount, -1, 360);
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
redraw = redraw || EditorGUI.EndChangeCheck();
// Inspector elements related to Boid Focusing have changed - redraw!
if (redraw)
controller.focusedBoid.Draw(true);
}
}
#endif

View File

@@ -0,0 +1,24 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Boid))]
public class BoidEditor : UnityEditor.Editor {
public override void OnInspectorGUI() {
base.OnInspectorGUI();
Boid boid = (Boid) target;
GUILayout.Label($"Boid heading at ({boid._velocity.x}, {boid._velocity.y})");
}
}
public class BoidGizmoDrawer {
[DrawGizmo(GizmoType.NonSelected | GizmoType.Selected)]
static void DrawGizmo(Boid boid, GizmoType gizmoType) {
// Simply draw the # of Boids within the perceived flock
Handles.Label(boid.transform.position, $"{boid.transform.name}/{boid.latestNeighborhoodCount}");
if(boid._isFocused)
foreach(Boid flockmate in boid.latestNeighborhood)
Handles.DrawDottedLine(boid.transform.position, flockmate.transform.position, 1f);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f4b27abbe35a49dd946d059c0ebe4cea
timeCreated: 1590672982

View File

@@ -84,7 +84,7 @@ TextureImporter:
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 1
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1252,27 +1252,29 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3}
m_Name:
m_EditorClassIdentifier:
boidCount: 372
boidGroupRange: 3.03
boidCount: 244
boidGroupRange: 3.29
boidStartVelocity: 14.8
minSpeed: 12
maxSpeed: 12
minSpeed: 9.225757
maxSpeed: 9.225757
globalBias: 1
separationBias: 1.5
alignmentBias: 0.517
cohesionBias: 0.451
boundaryBias: 1.492
separationBias: 1.95
alignmentBias: 0.288
cohesionBias: 0.296
boundaryBias: 1.5
enableSeparation: 1
enableAlignment: 1
enableCohesion: 1
enableBoundary: 1
boidSeparationRange: 2.3
boundaryForce: 7.6
enableFOVChecks: 1
boidSeparationRange: 1.4
boundaryForce: 50
localFlocks: 1
edgeWrapping: 1
circleVertexCount: 360
circleWidth: 0.1
maxSteerForce: 138
maxSteerForce: 383
boidFOV: 297
focusedBoid: {fileID: 0}
boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
type: 3}

View File

@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: b50106a18d564518ba59ebb42e02f619
timeCreated: 1589861330
guid: 5a23673acb15433ea9f977712582464f
timeCreated: 1591398022

View File

@@ -1,27 +1,26 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEditor;
using UnityEngine;
using Random = UnityEngine.Random;
// Boids are represented by a moving, rotating triangle.
// Boids should communicate with sibling Boids
// Boids should communicate with sibling Boids via the parental BoidController object
public class Boid : MonoBehaviour {
[NonSerialized] private Vector2 _position = Vector2.zero;
[NonSerialized] private Vector2 _velocity;
[NonSerialized] public Vector2 _velocity;
[NonSerialized] private bool _isWrappingX = false;
[NonSerialized] private bool _isWrappingY = false;
[NonSerialized] private Renderer[] _renderers;
[NonSerialized] private Vector2 _centeringVelocity;
[NonSerialized] private int _latestNeighborhoodCount = 0;
[NonSerialized] public int latestNeighborhoodCount = 0;
[NonSerialized] public List<Boid> latestNeighborhood;
[NonSerialized] private BoidController _parent;
[NonSerialized] public bool isFocused = false;
[NonSerialized] public bool _isFocused = false;
[NonSerialized] private LineRenderer[] _lineRenderers;
private void Start() {
_parent = transform.parent
.GetComponent<BoidController>(); // Parent used to perform physics math without caching
_renderers = transform.GetComponents<Renderer>(); // Acquire Renderer(s) to check for Boid visibility
_velocity = Util.GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
_position = transform.position; // Track 2D position separately
transform.name = $"Boid {transform.GetSiblingIndex()}"; // Name the Game Object so Boids can be tracked somewhat
@@ -29,7 +28,7 @@ public class Boid : MonoBehaviour {
private 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));
transform.eulerAngles = new Vector3(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
// Skip Flock Calculations if wrapping in progress
if (_isWrappingX || _isWrappingY) {
@@ -40,7 +39,11 @@ public class Boid : MonoBehaviour {
else {
Vector2 acceleration = Vector2.zero;
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
_latestNeighborhoodCount = flock.Count;
latestNeighborhoodCount = flock.Count;
// Only update latest neighborhood when we need it for focused boid gizmo draws
if (_isFocused)
latestNeighborhood = flock;
// Calculate all offsets and multiple by magnitudes given
if (flock.Count > 0) {
@@ -169,64 +172,102 @@ public class Boid : MonoBehaviour {
// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
private List<Boid> GetFlock(List<Boid> boids, float radius) {
return boids.Where(boid => boid != this && Vector2.Distance(this._position, boid._position) <= radius).ToList();
List<Boid> flock = new List<Boid>();
foreach (Boid boid in boids) {
// Distance Check
if (boid == this || Vector2.Distance(this._position, boid._position) > radius)
continue;
// FOV Check
if (_parent.enableFOVChecks) {
float angle1 = Util.Vector2ToAngle(_velocity); // Current Heading
float angle2 = Util.AngleBetween(transform.position, boid.transform.position); // Angle between Boid and other Boid
// Outside of FOV range, skip
if (Mathf.Abs(Mathf.DeltaAngle(angle1, angle2)) > _parent.boidFOV / 2)
continue;
}
// Boid passed all checks, add to local Flock list
flock.Add(boid);
}
return flock;
}
// Sets up a Boid to be 'Focused', adds Circles around object and changes color
public void EnableFocusing() {
if (isFocused) {
Debug.LogWarning("enableFocusing called on previously focused Boid");
if (_isFocused) {
Debug.LogWarning($"enableFocusing called on previously focused Boid ({transform.name})");
return;
}
isFocused = true;
_isFocused = true;
// Create all LineRenderers
_lineRenderers = new LineRenderer[3];
_lineRenderers[0] = GetLineRenderer("Group Range");
_lineRenderers[1] = GetLineRenderer("Separation Range");
_lineRenderers[2] = GetLineRenderer("FOV Arc");
// Update Mesh Material Color
var triangle = transform.GetComponent<Triangle>();
triangle.meshRenderer.material.color = Color.red;
// Add a LineRenderer for Radius Drawing
DrawCircle(_parent.boidSeparationRange, "Separation Range Circle");
DrawCircle(_parent.boidGroupRange, "Group Range Circle");
// Draw all focus related elements
Draw(false);
}
// Disable focusing, removing LineRenderers and resetting color
public void DisableFocusing() {
isFocused = false;
_isFocused = false;
// Update Mesh Material Color
var oldTriangle = transform.GetComponent<Triangle>();
oldTriangle.meshRenderer.material.color = new Color32(49, 61, 178, 255);
// Destroy Line Renderers (and child GameObjects)
foreach (Transform child in transform)
Destroy(child.gameObject);
for (int i = 0; i < _lineRenderers.Length; i++) {
_lineRenderers[i].positionCount = 0;
DestroyImmediate(_lineRenderers[i].gameObject);
_lineRenderers[i] = null;
}
}
private void DrawCircle(float radius, string childName) {
// Create a new child GameObject to hold the LineRenderer Component
/// <summary>
/// returns a new LineRenderer component stored on a child GameObject.
/// </summary>
/// <param name="childName">The name of the associated child GameObject</param>
/// <returns>A LineRenderer</returns>
public LineRenderer GetLineRenderer(string childName) {
var child = new GameObject(childName);
// Make object a child of Boid, set position as such
child.transform.SetParent(transform);
child.transform.position = transform.position;
var line = child.AddComponent<LineRenderer>();
_parent.circleVertexCount = 360;
// Setup LineRenderer properties
line.useWorldSpace = false;
line.startWidth = _parent.circleWidth;
line.endWidth = _parent.circleWidth;
line.positionCount = _parent.circleVertexCount + 1;
// Calculate points for circle
var pointCount = _parent.circleVertexCount + 1;
var points = new Vector3[pointCount];
for (int i = 0; i < pointCount; i++) {
var rad = Mathf.Deg2Rad * (i * 360f / _parent.circleVertexCount);
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
// add and return LineRenderer component
return child.AddComponent<LineRenderer>();
}
// Add points to LineRenderer
line.SetPositions(points);
public void Draw(bool redraw) {
// Clear positions when redrawing
if(redraw)
foreach (LineRenderer lineRenderer in _lineRenderers)
lineRenderer.positionCount = 0;
// Add a LineRenderer for Radius Drawing
if(_parent.enableFOVChecks)
ShapeDraw.DrawArc(_lineRenderers[2], _parent.boidFOV, _parent.boidGroupRange); // FOV Arc
else
ShapeDraw.DrawCircle(_lineRenderers[0], _parent.boidGroupRange); // Group Circle
ShapeDraw.DrawCircle(_lineRenderers[1], _parent.boidSeparationRange); // Separation Circle
if (_parent.enableFOVChecks) {
// Set FOV Arc rotation to mimic Boid transform rotation
_lineRenderers[2].transform.rotation = transform.rotation;
_lineRenderers[2].transform.Rotate(0, 0, _parent.boidFOV / 2f);
}
}
}

View File

@@ -2,7 +2,6 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Debug = System.Diagnostics.Debug;
using Random = UnityEngine.Random;
public class BoidController : MonoBehaviour {
@@ -29,14 +28,17 @@ public class BoidController : MonoBehaviour {
[SerializeField] public bool enableAlignment = true;
[SerializeField] public bool enableCohesion = true;
[SerializeField] public bool enableBoundary = true;
[SerializeField] public bool enableFOVChecks = true;
[SerializeField] public float boidSeparationRange = 2.3f; // Boid Separation rule's activation distance
[SerializeField] public float boundaryForce = 10f; // The force applied when a Boid hits the boundary
[SerializeField] public bool localFlocks = true; // Calculate Local 'Neighborhood' for flocks?
[SerializeField] public bool edgeWrapping = true; // Enforce Edge Wrapping
[SerializeField] public int circleVertexCount = 40; // The number of vertices for circles displayed
[SerializeField] public int circleVertexCount = 360; // The number of vertices for circles displayed
[SerializeField] public int arcVertexCount = -1; // The number of vertices for arcs displayed, -1 for auto
[SerializeField] public float circleWidth = 0.1f; // Width of circle
[SerializeField] public float maxSteerForce = 10f;
[SerializeField] public float boidFOV = 160;
public Boid focusedBoid; // A focused Boid has special rendering
@@ -76,6 +78,12 @@ public class BoidController : MonoBehaviour {
focusedBoid = boids[Random.Range(0, boids.Count)];
focusedBoid.EnableFocusing();
}
// Focus on the boid in scene view when one is focused
#if UNITY_EDITOR
if(focusedBoid != null)
SceneView.lastActiveSceneView.LookAtDirect(focusedBoid.transform.position, Quaternion.identity);
#endif
}
private void Start() {
@@ -89,6 +97,11 @@ public class BoidController : MonoBehaviour {
Boundary = new Rect(Vector2.zero, Space.size * 0.95f);
Boundary.center = Space.center;
ShapeDraw.CircleWidth = circleWidth;
ShapeDraw.ArcWidth = circleWidth;
ShapeDraw.CircleVertexCount = circleVertexCount;
// ShapeDraw.ArcVertexCount = arcVertexCount;
AddBoids(boidCount);
}

View File

@@ -0,0 +1,68 @@
using UnityEngine;
/// <summary>
/// A simple static utility class that assists with drawing shapes using the <c>LineRenderer</c> class.
/// </summary>
public static class ShapeDraw {
public static float CircleWidth = 1f;
public static float ArcWidth = 1f;
public static int CircleVertexCount = 360;
public static int ArcVertexCount = 77;
/// <summary>
/// Draw a Arc aimed straight up with a certain angle width and radius.
/// This Arc is not direct at any specific angle and start from 0 degrees and ends at <c>angle</c> degrees.
/// You should rotate the <c>LineRenderer</c> to direct it at a specific point.
/// </summary>
/// <param name="lineRenderer">The LineRenderer to draw the Arc upon.</param>
/// <param name="angle">Angle (width) of the Arc</param>
/// <param name="radius">Radius of the Arc</param>
public static void DrawArc(LineRenderer lineRenderer, float angle, float radius) {
// Setup LineRenderer properties
lineRenderer.useWorldSpace = false;
lineRenderer.startWidth = ArcWidth;
lineRenderer.endWidth = ArcWidth;
lineRenderer.positionCount = ArcVertexCount + 1 + 2;
// Calculate points for circle
var pointCount = ArcVertexCount + 1;
var points = new Vector3[pointCount + 2];
// Generate all points
for (int i = 0; i < pointCount; i++) {
var rad = Mathf.Deg2Rad * Mathf.Lerp(0, angle, (float) i / pointCount);
points[i + 1] = new Vector3(Mathf.Sin(rad), Mathf.Cos(rad), 0) * radius;
}
points[0] = new Vector3(0, 0, 0);
points[points.Length - 1] = points[0];
// Add points to LineRenderer
lineRenderer.SetPositions(points);
}
/// <summary>
/// Draw a Circle with a specific radius and number of vertexes (detail level)
/// </summary>
/// <param name="lineRenderer">The LineRenderer to draw the Circle upon</param>
/// <param name="radius">Radius of the Circle</param>
public static void DrawCircle(LineRenderer lineRenderer, float radius) {
// Setup LineRenderer properties
lineRenderer.useWorldSpace = false;
lineRenderer.startWidth = CircleWidth;
lineRenderer.endWidth = CircleWidth;
lineRenderer.positionCount = CircleVertexCount + 1;
// Calculate points for circle
var pointCount = CircleVertexCount + 1;
var points = new Vector3[pointCount];
for (int i = 0; i < pointCount; i++) {
var rad = Mathf.Deg2Rad * (i * 360f / CircleVertexCount);
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
}
// Add points to LineRenderer
lineRenderer.SetPositions(points);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 09004a14b18b4662898d7e1cc0bc6f24
timeCreated: 1591398023

View File

@@ -76,7 +76,7 @@ public class UIController : MonoBehaviour {
private void Start() {
// Set Target Application Framerate
Application.targetFrameRate = 90;
// Application.targetFrameRate = 90;
// Basic variable setup
_currentUI = UIStance.Title;

View File

@@ -6,13 +6,13 @@ public class Util {
var sa = Mathf.Sin(a);
var rx = v.x * ca - v.y * sa;
return new Vector2((float) rx, (float) (v.x * sa + v.y * ca));
return new Vector2(rx, v.x * sa + v.y * ca);
}
// Returns a velocity (Vector2) at a random angle with a specific overall magnitude
public static Vector2 GetRandomVelocity(float magnitude) {
var vector = new Vector2(magnitude, magnitude);
return Util.RotateBy(vector, Random.Range(0, 180));
return RotateBy(vector, Random.Range(0, 180));
}
public static Vector2 MaxVelocity(Vector2 v, float max) {
@@ -27,24 +27,25 @@ public class Util {
return v;
}
public static Vector2 AbsVector(Vector2 vector) {
return new Vector2(vector.x, vector.y);
}
}
public class Scale {
private Vector2 _original;
private Vector2 _new;
private Vector2 _ratio;
public float X => _ratio.x;
public float Y => _ratio.y;
public Scale(Vector2 original, Canvas canvas) : this(original, canvas.pixelRect.size) { }
public Scale(Vector2 original, Vector2 resized) {
_original = original;
_new = resized;
_ratio = _original / _new;
public static float Vector2ToAngle(Vector2 velocity) {
float result = Mathf.Rad2Deg * Mathf.Atan2(velocity.y, velocity.x);
return (result < 0) ? (360f + result) : result;
}
public static float AngleBetween(Vector2 from, Vector2 to) {
Vector2 diff = to - from;
float result = Mathf.Rad2Deg * Mathf.Atan2(diff.y, diff.x);
return (result < 0) ? (360f + result) : result;
}
public static float AngleDifference(float angle1, float angle2) {
return Mathf.Abs((angle1 > 180 ? 360 - angle1 : angle1) - (angle2 > 180 ? 360 - angle2 : angle2));
}
public static float AddAngle(float angle, float add) {
float result = angle + add;
if (result > 360) return result - 360;
if (result < 0) return 360 + result;
return result;
}
}

View File

@@ -34,7 +34,6 @@ GraphicsSettings:
- {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 16002, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}