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https://github.com/Xevion/Boids.git
synced 2025-12-13 12:11:03 -06:00
fixed wrapping, prototype 'working'
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@@ -1,71 +1,32 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Analytics;
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using Random = UnityEngine.Random;
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// Boids are represented by a moving, rotating triangle.
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// Boids should communicate with sibling Boids
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public class Boid : MonoBehaviour {
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public Vector2 position = Vector2.zero;
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[NonSerialized] public Vector2 position = Vector2.zero;
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public Vector2 velocity;
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private Renderer[] _renderers;
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bool _isWrappingX = false;
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bool _isWrappingY = false;
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Camera _cam;
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Vector3 _viewportPosition;
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[NonSerialized] public Renderer[] renderers;
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[NonSerialized] public bool IsWrappingX = false;
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[NonSerialized] public bool IsWrappingY = false;
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void Start() {
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velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1);
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_renderers = GetComponents<Renderer>();
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_cam = Camera.main;
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_viewportPosition = _cam.WorldToViewportPoint(transform.position);
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renderers = GetComponents<Renderer>();
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}
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void Update() {
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// Updates the rotation of the object based on the Velocity
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transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y));
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ScreenWrap();
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}
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bool CheckRenderers() {
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foreach (var renderer in _renderers) {
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// If at least one render is visible, return true
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if (renderer.isVisible) {
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return true;
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}
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}
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// Otherwise, the object is invisible
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return false;
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}
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void ScreenWrap() {
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var isVisible = CheckRenderers();
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if (isVisible) {
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_isWrappingX = false;
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_isWrappingY = false;
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return;
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}
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if (_isWrappingX && _isWrappingY) {
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return;
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}
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var newPosition = transform.position;
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if (!_isWrappingX && (_viewportPosition.x > 1 || _viewportPosition.x < 0)) {
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newPosition.x = -newPosition.x;
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_isWrappingX = true;
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}
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if (!_isWrappingY && (_viewportPosition.y > 1 || _viewportPosition.y < 0)) {
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newPosition.y = -newPosition.y;
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_isWrappingY = true;
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}
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transform.position = newPosition;
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}
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public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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if (IsWrappingX || IsWrappingY)
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return position + velocity;
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// Acquires all
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List<Boid> flock = GetFlock(boids, 20);
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