mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-17 06:11:14 -06:00
More cleanup making code cleaner, made Rectangle Boundaries automatically size to camera's view, automatic random boid placement, value tweaking
This commit is contained in:
@@ -1,14 +1,13 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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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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using Random = UnityEngine.Random;
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// Boids are represented by a moving, rotating triangle.
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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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// Boids should communicate with sibling Boids
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public class Boid : MonoBehaviour {
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public class Boid : MonoBehaviour {
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[NonSerialized] 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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[NonSerialized] public Vector2 velocity;
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[NonSerialized] public bool IsWrappingX = false;
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[NonSerialized] public bool IsWrappingX = false;
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[NonSerialized] public bool IsWrappingY = false;
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[NonSerialized] public bool IsWrappingY = false;
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private BoidController parent;
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private BoidController parent;
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@@ -58,7 +57,7 @@ public class Boid : MonoBehaviour {
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Vector2 center = Vector2.zero;
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Vector2 center = Vector2.zero;
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foreach (Boid boid in flock)
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foreach (Boid boid in flock)
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center += boid.position;
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center += boid.position;
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center /= flock.Count;
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center /= parent.boids.Count;
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return (center - this.position) / 100;
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return (center - this.position) / 100;
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}
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}
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@@ -67,7 +66,7 @@ public class Boid : MonoBehaviour {
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Vector2 c = Vector2.zero;
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Vector2 c = Vector2.zero;
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foreach (Boid boid in flock) {
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foreach (Boid boid in flock) {
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Vector2 diff = boid.position - this.position;
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Vector2 diff = boid.position - this.position;
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if (diff.magnitude < 5)
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if (diff.magnitude < parent.separationRange)
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c -= diff;
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c -= diff;
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}
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}
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@@ -1,28 +1,30 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Debug = System.Diagnostics.Debug;
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using Random = UnityEngine.Random;
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using Random = UnityEngine.Random;
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public class BoidController : MonoBehaviour {
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public class BoidController : MonoBehaviour {
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// Controller Attributes
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// Controller Attributes
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public Rect space;
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[NonSerialized] public Rect space;
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// Swarm Attributes
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// Swarm Attributes
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public int boidCount = 50;
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public int boidCount = 50;
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public float boidGroupRange = 1.0f;
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public float boidGroupRange = 1.0f;
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public float boidStartVelocity = 0.005f;
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public float boidStartVelocity = 0.005f;
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public float boidVelocityLimit = 2.0f;
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public float boidVelocityLimit = 1.0f;
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public float separationRange = 2.3f;
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// Bias changes how different rules influence individual Boids more or less
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// Bias changes how different rules influence individual Boids more or less
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public float separationBias = 1.0f;
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public float separationBias = 0.05f;
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public float alignmentBias = 1.0f;
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public float alignmentBias = 0.05f;
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public float cohesionBias = 1.0f;
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public float cohesionBias = 0.05f;
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// Boid Object Prefab
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// Boid Object Prefab
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public GameObject boidObject;
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public GameObject boidObject;
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// Boid Objects for Updates
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// Boid Objects for Updates
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public List<Boid> boids = new List<Boid>();
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public List<Boid> boids = new List<Boid>();
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// Used for wrapping
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// Used for wrapping
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Camera _cam;
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Camera _cam;
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@@ -34,15 +36,16 @@ public class BoidController : MonoBehaviour {
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// Setup Camera
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// Setup Camera
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_cam = Camera.main;
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_cam = Camera.main;
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var size = new Vector2(142, 80);
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// Size the Rectangle based on the Camera's Orthographic View
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space = new Rect((Vector2) transform.position - (size / 2), size);
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float height = 2f * _cam.orthographicSize;
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float width = height * _cam.aspect;
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// Size the Rectangle
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space = new Rect(transform.position, new Vector2(width, height));
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_cam.rect = space;
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// Add in Boid Objects / Spawn Boid Prefabs
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// Add in Boid Objects / Spawn Boid Prefabs
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for (int i = 0; i < boidCount; i++) {
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for (int i = 0; i < boidCount; i++) {
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var position = new Vector2(Random.Range(-15, 15), Random.Range(-15, 15));
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var position = new Vector2(
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Random.Range(-space.size.x, space.size.x) / 2 * 0.95f,
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Random.Range(-space.size.y, space.size.y) / 2 * 0.95f);
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GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
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GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
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boid.transform.parent = transform;
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boid.transform.parent = transform;
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@@ -54,8 +57,6 @@ public class BoidController : MonoBehaviour {
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private void Update() {
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private void Update() {
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// Wrapping Functionality
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// Wrapping Functionality
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foreach (Boid boid in boids) {
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foreach (Boid boid in boids) {
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print($"{boid.IsWrappingX} {boid.IsWrappingY}");
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if (!space.Contains(boid.position)) {
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if (!space.Contains(boid.position)) {
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// Activate Wrap, Move
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// Activate Wrap, Move
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Vector2 newPosition = boid.transform.position;
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Vector2 newPosition = boid.transform.position;
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@@ -7,7 +7,7 @@ Material:
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|||||||
m_CorrespondingSourceObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: New Material
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m_Name: BoidMaterial
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords:
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m_ShaderKeywords:
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m_LightmapFlags: 4
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m_LightmapFlags: 4
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@@ -61,7 +61,7 @@ Material:
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- _DetailNormalMapScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _DstBlend: 0
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- _GlossMapScale: 1
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _Glossiness: 0
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- _GlossyReflections: 1
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Metallic: 0
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- _Mode: 0
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- _Mode: 0
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@@ -73,5 +73,5 @@ Material:
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- _UVSec: 0
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- _UVSec: 0
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 0.16135636, g: 0.2708125, b: 0.6981132, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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@@ -50,12 +50,11 @@ LightmapSettings:
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m_BounceScale: 1
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m_BounceScale: 1
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m_IndirectOutputScale: 1
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m_IndirectOutputScale: 1
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m_AlbedoBoost: 1
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m_AlbedoBoost: 1
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m_TemporalCoherenceThreshold: 1
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m_EnvironmentLightingMode: 0
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m_EnvironmentLightingMode: 0
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m_EnableBakedLightmaps: 0
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m_EnableBakedLightmaps: 0
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m_EnableRealtimeLightmaps: 0
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m_EnableRealtimeLightmaps: 0
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m_LightmapEditorSettings:
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m_LightmapEditorSettings:
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serializedVersion: 10
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serializedVersion: 12
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m_Resolution: 2
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m_Resolution: 2
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m_BakeResolution: 40
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m_BakeResolution: 40
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m_AtlasSize: 1024
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m_AtlasSize: 1024
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@@ -63,6 +62,7 @@ LightmapSettings:
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m_AOMaxDistance: 1
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m_AOMaxDistance: 1
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m_CompAOExponent: 1
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m_CompAOExponent: 1
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m_CompAOExponentDirect: 0
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m_CompAOExponentDirect: 0
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m_ExtractAmbientOcclusion: 0
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m_Padding: 2
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m_Padding: 2
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m_LightmapParameters: {fileID: 0}
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m_LightmapParameters: {fileID: 0}
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m_LightmapsBakeMode: 1
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m_LightmapsBakeMode: 1
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@@ -77,10 +77,16 @@ LightmapSettings:
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m_PVRDirectSampleCount: 32
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m_PVRDirectSampleCount: 32
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m_PVRSampleCount: 500
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m_PVRSampleCount: 500
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m_PVRBounces: 2
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m_PVRBounces: 2
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m_PVREnvironmentSampleCount: 500
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m_PVREnvironmentReferencePointCount: 2048
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m_PVRFilteringMode: 2
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m_PVRDenoiserTypeDirect: 0
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m_PVRDenoiserTypeIndirect: 0
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m_PVRDenoiserTypeAO: 0
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m_PVRFilterTypeDirect: 0
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m_PVRFilterTypeDirect: 0
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m_PVRFilterTypeIndirect: 0
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m_PVRFilterTypeIndirect: 0
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m_PVRFilterTypeAO: 0
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m_PVRFilterTypeAO: 0
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m_PVRFilteringMode: 1
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m_PVREnvironmentMIS: 0
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m_PVRCulling: 1
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m_PVRCulling: 1
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m_PVRFilteringGaussRadiusDirect: 1
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m_PVRFilteringGaussRadiusDirect: 1
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m_PVRFilteringGaussRadiusIndirect: 5
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m_PVRFilteringGaussRadiusIndirect: 5
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@@ -89,6 +95,7 @@ LightmapSettings:
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
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m_PVRFilteringAtrousPositionSigmaAO: 1
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m_PVRFilteringAtrousPositionSigmaAO: 1
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m_ShowResolutionOverlay: 1
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m_ShowResolutionOverlay: 1
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m_ExportTrainingData: 0
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m_LightingDataAsset: {fileID: 0}
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m_LightingDataAsset: {fileID: 0}
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m_UseShadowmask: 1
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m_UseShadowmask: 1
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--- !u!196 &4
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--- !u!196 &4
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@@ -116,9 +123,10 @@ NavMeshSettings:
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--- !u!1 &519420028
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--- !u!1 &519420028
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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serializedVersion: 5
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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m_Component:
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- component: {fileID: 519420032}
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- component: {fileID: 519420032}
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- component: {fileID: 519420031}
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- component: {fileID: 519420031}
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@@ -133,20 +141,28 @@ GameObject:
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--- !u!81 &519420029
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--- !u!81 &519420029
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AudioListener:
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AudioListener:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 519420028}
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m_GameObject: {fileID: 519420028}
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m_Enabled: 1
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m_Enabled: 1
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--- !u!20 &519420031
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--- !u!20 &519420031
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Camera:
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Camera:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 519420028}
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m_GameObject: {fileID: 519420028}
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_ClearFlags: 2
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m_ClearFlags: 2
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
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m_BackGroundColor: {r: 0.13207549, g: 0.13207549, b: 0.13207549, a: 1}
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_SensorSize: {x: 36, y: 24}
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m_LensShift: {x: 0, y: 0}
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m_FocalLength: 50
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m_NormalizedViewPortRect:
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m_NormalizedViewPortRect:
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serializedVersion: 2
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serializedVersion: 2
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x: 0
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x: 0
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@@ -157,7 +173,7 @@ Camera:
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far clip plane: 1000
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far clip plane: 1000
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||||||
field of view: 60
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field of view: 60
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orthographic: 1
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orthographic: 1
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orthographic size: 5
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orthographic size: 40
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m_Depth: -1
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m_Depth: -1
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m_CullingMask:
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m_CullingMask:
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serializedVersion: 2
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serializedVersion: 2
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@@ -176,13 +192,165 @@ Camera:
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--- !u!4 &519420032
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--- !u!4 &519420032
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Transform:
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Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalPosition: {x: 0, y: 0, z: -15}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1321165552
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GameObject:
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m_Component:
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- component: {fileID: 1321165553}
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m_Layer: 0
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m_Name: BoidController
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m_TagString: Untagged
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m_NavMeshLayer: 0
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m_IsActive: 1
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--- !u!114 &1321165553
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m_Name:
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m_EditorClassIdentifier:
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space:
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serializedVersion: 2
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y: 0
|
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|
width: 35
|
||||||
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height: 20
|
||||||
|
boidCount: 150
|
||||||
|
boidGroupRange: 5
|
||||||
|
boidStartVelocity: 0.05
|
||||||
|
boidVelocityLimit: 0.8
|
||||||
|
separationRange: 2.3
|
||||||
|
separationBias: 0.01
|
||||||
|
alignmentBias: 0.04
|
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|
cohesionBias: 0.009
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|
boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
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|
type: 3}
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boids: []
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Transform:
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--- !u!1 &2143969959
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11
Assets/Util.cs
Normal file
11
Assets/Util.cs
Normal file
@@ -0,0 +1,11 @@
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using UnityEngine;
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public class Util {
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public static Vector2 RotateBy(Vector2 v, float a) {
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11
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11
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Reference in New Issue
Block a user