mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-15 12:11:11 -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.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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[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 IsWrappingY = false;
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private BoidController parent;
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@@ -23,12 +22,12 @@ public class Boid : MonoBehaviour {
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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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}
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public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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// Skip Flock Calculations if wrapping in progress
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if (IsWrappingX || IsWrappingY)
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return position + velocity;
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// Acquires all Boids within the local flock
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List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
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@@ -58,7 +57,7 @@ public class Boid : MonoBehaviour {
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Vector2 center = Vector2.zero;
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foreach (Boid boid in flock)
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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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}
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@@ -67,7 +66,7 @@ public class Boid : MonoBehaviour {
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Vector2 c = Vector2.zero;
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foreach (Boid boid in flock) {
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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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}
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@@ -1,28 +1,30 @@
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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 Debug = System.Diagnostics.Debug;
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using Random = UnityEngine.Random;
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public class BoidController : MonoBehaviour {
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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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public int boidCount = 50;
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public float boidGroupRange = 1.0f;
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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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public float separationBias = 1.0f;
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public float alignmentBias = 1.0f;
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public float cohesionBias = 1.0f;
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public float separationBias = 0.05f;
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public float alignmentBias = 0.05f;
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public float cohesionBias = 0.05f;
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// Boid Object Prefab
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public GameObject boidObject;
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// Boid Objects for Updates
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public List<Boid> boids = new List<Boid>();
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// Used for wrapping
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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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_cam = Camera.main;
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var size = new Vector2(142, 80);
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space = new Rect((Vector2) transform.position - (size / 2), size);
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// Size the Rectangle
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_cam.rect = space;
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// Size the Rectangle based on the Camera's Orthographic View
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float height = 2f * _cam.orthographicSize;
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float width = height * _cam.aspect;
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space = new Rect(transform.position, new Vector2(width, height));
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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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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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boid.transform.parent = transform;
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@@ -54,13 +57,11 @@ public class BoidController : MonoBehaviour {
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private void Update() {
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// Wrapping Functionality
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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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// Activate Wrap, Move
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Vector2 newPosition = boid.transform.position;
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Vector3 viewportPosition = _cam.WorldToViewportPoint(newPosition);
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if (!boid.IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
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newPosition.x = -newPosition.x;
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boid.IsWrappingX = true;
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@@ -85,7 +86,7 @@ public class BoidController : MonoBehaviour {
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// Update all Boid positions
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foreach (Boid boid in boids) {
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Vector2 next = boid.NextPosition(boids, magnitudes);
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boid.position = next;
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boid.transform.position = new Vector3(next.x, next.y, 0);
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}
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@@ -7,7 +7,7 @@ Material:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {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_ShaderKeywords:
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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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- _DstBlend: 0
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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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- _Metallic: 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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- _ZWrite: 1
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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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@@ -50,12 +50,11 @@ LightmapSettings:
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m_BounceScale: 1
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m_IndirectOutputScale: 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_EnableBakedLightmaps: 0
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m_EnableRealtimeLightmaps: 0
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m_LightmapEditorSettings:
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serializedVersion: 12
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m_Resolution: 2
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m_BakeResolution: 40
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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_CompAOExponent: 1
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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_LightmapParameters: {fileID: 0}
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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_PVRSampleCount: 500
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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_PVRFilterTypeIndirect: 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_PVRFilteringGaussRadiusDirect: 1
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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_PVRFilteringAtrousPositionSigmaAO: 1
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--- !u!196 &4
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@@ -116,9 +123,10 @@ NavMeshSettings:
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m_FocalLength: 50
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serializedVersion: 2
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@@ -157,7 +173,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 5
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orthographic size: 40
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@@ -176,13 +192,165 @@ Camera:
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width: 35
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height: 20
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boidCount: 150
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boidGroupRange: 5
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boidStartVelocity: 0.05
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boidVelocityLimit: 0.8
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separationRange: 2.3
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separationBias: 0.01
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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;
|
||||
|
||||
public class Util {
|
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public static Vector2 RotateBy(Vector2 v, float a) {
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var ca = Mathf.Cos(a);
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var sa = Mathf.Sin(a);
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var rx = v.x * ca - v.y * sa;
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return new Vector2((float) rx, (float) (v.x * sa + v.y * ca));
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}
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}
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11
Assets/Util.cs.meta
Normal file
11
Assets/Util.cs.meta
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fileFormatVersion: 2
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guid: 9a91db8d912fd1d4dbebfaf69dad59e3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,14 +8,18 @@ EditorSettings:
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m_SerializationMode: 2
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m_LineEndingsForNewScripts: 2
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m_DefaultBehaviorMode: 1
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m_PrefabRegularEnvironment: {fileID: 0}
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m_PrefabUIEnvironment: {fileID: 0}
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m_SpritePackerMode: 4
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m_SpritePackerPaddingPower: 1
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m_EtcTextureCompressorBehavior: 1
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m_EtcTextureFastCompressor: 1
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m_EtcTextureNormalCompressor: 2
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m_EtcTextureBestCompressor: 4
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m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd
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m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef
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m_ProjectGenerationRootNamespace:
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m_UserGeneratedProjectSuffix:
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m_CollabEditorSettings:
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inProgressEnabled: 1
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m_EnableTextureStreamingInEditMode: 1
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m_EnableTextureStreamingInPlayMode: 1
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m_AsyncShaderCompilation: 1
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||||
|
||||
Reference in New Issue
Block a user