Add in the rest of the Bias/Weights/Ranges for Boid Controller

This commit is contained in:
Xevion
2020-05-18 09:26:34 -05:00
parent c2f40ef605
commit ceebb7c974
3 changed files with 15 additions and 4 deletions

View File

@@ -119,7 +119,7 @@ void OnDrawGizmos() {
Vector2 c = Vector2.zero;
foreach (Boid boid in flock) {
Vector2 diff = boid._position - this._position;
if (diff.sqrMagnitude < _parent.separationRange)
if (diff.sqrMagnitude < _parent.boidSeparationRange)
c -= diff;
}

View File

@@ -13,7 +13,7 @@ public class BoidController : MonoBehaviour {
public float boidGroupRange = 1.0f;
public float boidStartVelocity = 0.005f;
public float boidVelocityLimit = 1.0f;
public float separationRange = 2.3f;
public float boidSeparationRange = 2.3f;
// Bias changes how different rules influence individual Boids more or less
public float separationBias = 0.05f;
@@ -67,7 +67,6 @@ public class BoidController : MonoBehaviour {
}
public void RemoveBoids(int n) {
print($"Removing {n} boids");
while (n-- > 0 && boids.Count >= 1) {
int index = Random.Range(0, boids.Count - 1);

View File

@@ -10,14 +10,26 @@ public class BoidControllerEditor : Editor {
// Boid Count update
EditorGUI.BeginChangeCheck();
controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 1, 500);
// Check must be performed or Boids will be added outside of Gameplay
if (EditorGUI.EndChangeCheck() && Application.isPlaying) {
int diff = controller.boidCount - controller.boids.Count;
Debug.Log($"Difference: {diff}");
if (diff > 1)
controller.AddBoids(diff);
else if (diff < 0)
controller.RemoveBoids(Mathf.Abs(diff));
}
// Basic Boid Controller Attributes
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 25.0f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 5.0f);
controller.boidVelocityLimit = EditorGUILayout.Slider("Max Velocity", controller.boidVelocityLimit, 0.01f, 7.5f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 25.0f);
// 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.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
}
}