37 Commits

Author SHA1 Message Date
Xevion
930b1aec46 fix NullReferenceExceptions with focused boids during maximized play
during maximized play, focusing a Boid would cause NullReferenceExceptions as there was no active SceneView in the Unity Editor. Thus, without a SceneView, attempting to acquire one would return null. No test was done prior to acting on the Nullable return.
2020-11-02 12:15:57 -06:00
Xevion
fe79a5ff5e AdjustmentsHandler AddBoids useNearby check, move all rules into GetVelocity method to try pre simulating new boids (failed), Wrapping docs, buggy GetClosestBoid, new TimeScale slider! 2020-06-06 07:12:59 -05:00
Xevion
0a44ee58ed RandomNearbyPosition for spawning non-startup boids near eachother (needs pre-simulation!) new Boid.GetNearby func, fix Debug import, change UIController AdjustmentsPanel delay, AddBoids docs 2020-06-06 05:49:59 -05:00
Xevion
1aeb7d2c23 remove unnessecary SerializeField and NonSerializable attributes, improving comments/documentation 2020-06-06 05:17:45 -05:00
Xevion
dadb6323cc adjust boundary forces and boundary dimensions 2020-06-06 04:59:45 -05:00
Xevion
a6df99bb79 remove start velocity and using random velocity within given limits, adjust default BoidController values 2020-06-06 01:24:53 -05:00
Xevion
b9dbf5a124 remove BoidController width/vertex attributes 2020-06-06 01:17:47 -05:00
Xevion
f5bfa7ace8 rename fov vars, add documentation & better comements to BoidController class, fix BoidControllerEditor redraw and implement circle/arc vertex/width attributes (no serialization with static class) 2020-06-06 01:17:19 -05:00
Xevion
7e561c7ea2 Merge branch 'master' of github.com:Xevion/Boids
 Conflicts:
	Boids/Assets/Resources/Icons/banner.psd.meta
2020-06-05 22:05:38 -05:00
Xevion
56406c6b30 Add banner.psd.meta file 2020-06-05 22:04:34 -05:00
Xevion
4ddc7fe2d4 Merge pull request #22 from Xevion/fov-detection
FOV Detection and Arc Drawing
2020-06-05 21:48:43 -05:00
Xevion
cddacb0efa remove TimeScale, fix DisableFocusing concerning LineRenderer array 2020-06-05 21:44:10 -05:00
Xevion
7bc306a7f6 use DestroyImmediate to fix pause Boid FOV edits creating duplicate LineRenderers, fix arc calculations and rotate correctly, FOV arc finally 'fixed' properly (again), fix XML docs/comments 2020-06-05 20:56:13 -05:00
Xevion
92d1e3efef reset circle/arc/ width/vertexcount with shapedraw, timescale edit, new static array LineRenderers, finished arc drawing base 2020-06-05 19:15:54 -05:00
Xevion
1188a75d9e new GetLineRenderer method, port DrawCircle code 2020-06-05 18:28:44 -05:00
Xevion
4b10722a48 move arc drawing code into ShapeDraw, remove vertex count argument 2020-06-05 18:16:25 -05:00
Xevion
a79daf7ed7 ShapeDraw utility class to split draw logic 2020-06-05 18:09:35 -05:00
Xevion
d3f213717f use LookAtDirect for no lag SceneView updates, draw dotted line between latest detected neighbors, velocity display in inspector GUI, ready arc vertex inspector GUI CustomEditor 2020-06-05 17:59:05 -05:00
Xevion
f6dd8f6c2a update Boid velocity to angle and angle difference methods for FOV detection, finished working FOV detection 2020-06-05 17:53:55 -05:00
Xevion
8ee9f33082 transform sceneview to focus on specific boid when one is focused, allow size change, use orthographic rot 2020-06-04 23:06:28 -05:00
Xevion
e6ec6a3942 small comment edit 2020-06-04 22:51:32 -05:00
Xevion
049879522a banner psd meta file, assembly csharp editor dot csproj settings (unversioned file updates) 2020-05-28 23:00:26 -05:00
Xevion
37b54ded30 moved BoidEditor/BoidControllerEditor scripts away for proper Build procedure (no macro) 2020-05-28 22:59:50 -05:00
Xevion
8e976e3196 private isFocused, remove _renderers, remove unused DirectionFromAngle, make Draw's redraw arg explicit 2020-05-28 08:36:04 -05:00
Xevion
25a47d9af5 Move BoidControllerEditor.cs into Editor folder, Add BUGS.md 2020-05-28 08:32:40 -05:00
Xevion
55dec29413 add better redraw checks for EditorGUI, add build macro (CustomEditor needed), remove target frame rate 2020-05-27 22:59:24 -05:00
Xevion
303e846e0f add checks for group/sep/fov checks to recreate LineRenderers 2020-05-27 20:05:26 -05:00
Xevion
30dd4a1100 add separate draw (optional redraw) method, new drawArc and drawArcCenetered methods for FOV 2020-05-27 19:36:07 -05:00
Xevion
784d498a52 neighbor count label gizmo, attempt at arc FOV gizmo, make min/max speed sliders into single min/max slider 2020-05-27 19:18:05 -05:00
Xevion
74ddf684a9 implemented FOV checks, back to foreach loop, BoidController sliders 2020-05-27 10:45:41 -05:00
Xevion
a09d5f5028 Merge pull request #19 from Xevion/algorithm-improvements
Algorithm Improvements
2020-05-27 09:14:26 -05:00
Xevion
1941534360 increase boundary/steering force limits, update inspector slider max values 2020-05-27 01:54:50 -05:00
Xevion
f8e2a7edfe tweaked algorithm values, fixed centering velocity breaking wrapping erratically due to improperly scaled velocities 2020-05-27 01:24:00 -05:00
Xevion
2ed2fa1116 implement seblague's acceleration based formulas, may require tweaking 2020-05-25 13:18:16 -05:00
Xevion
c6556338cd implement seblague's acceleration based formulas, requires tweaking 2020-05-25 09:45:21 -05:00
Xevion
6db341cd6a Merge pull request #17 from Xevion/hide-menu
PlayHidden Menu
2020-05-25 09:28:54 -05:00
Xevion
1fc3e01bbc implement PlayHidden menu for unobstructed view 2020-05-25 09:24:27 -05:00
18 changed files with 636 additions and 199 deletions

19
BUGS.md Normal file
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@@ -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.

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@@ -0,0 +1,2 @@
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=assets_005Ceditor/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

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@@ -0,0 +1,70 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BoidController))]
public class BoidControllerEditor : UnityEditor.Editor {
public override void OnInspectorGUI() {
var controller = (BoidController) target;
bool redraw = false;
// Boid Count update
EditorGUI.BeginChangeCheck();
controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 0, 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;
if (diff > 1)
controller.AddBoids(diff, controller.boids.Count > 15);
else if (diff < 0)
controller.RemoveBoids(Mathf.Abs(diff));
}
// Basic Boid Controller Attributes
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, 500f);
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, 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("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);
// Relevant to Focused Boid Rendering
EditorGUI.BeginChangeCheck();
controller.enableFovChecks = EditorGUILayout.Toggle("Enable FOV?", controller.enableFovChecks);
redraw = redraw || EditorGUI.EndChangeCheck();
controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
// Focused Boid Rendering Attributes
EditorGUI.BeginChangeCheck();
ShapeDraw.CircleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", ShapeDraw.CircleVertexCount, 4, 360);
ShapeDraw.ArcVertexCount = EditorGUILayout.IntSlider("Arc Vertex Count", ShapeDraw.ArcVertexCount + 2, 3, 360) - 2;
ShapeDraw.CircleWidth = EditorGUILayout.Slider("Circle Line Width", ShapeDraw.CircleWidth, 0.01f, 1f);
ShapeDraw.ArcWidth = EditorGUILayout.Slider("Arc Line Width", ShapeDraw.ArcWidth, 0.01f, 1f);
redraw = redraw || EditorGUI.EndChangeCheck();
// Inspector elements related to Boid Focusing have changed - redraw!
if (redraw && controller.focusedBoid != null)
controller.focusedBoid.Draw(true);
Time.timeScale = EditorGUILayout.Slider("Time Scale", Time.timeScale, 0.02f, 1f);
}
}

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@@ -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);
}
}

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

View File

@@ -0,0 +1,90 @@
fileFormatVersion: 2
guid: 24a4da36a55f5154f8359f0e4520bc1d
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 10
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
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aniso: -1
mipBias: -100
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 20a24599605d8f1458a67cb3b687fdfa
internalID: 0
vertices: []
indices:
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weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1252,25 +1252,26 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3}
m_Name:
m_EditorClassIdentifier:
boidCount: 153
boidGroupRange: 2.69
boidStartVelocity: 0.05
boidVelocityLimit: 0.3
boidCount: 244
boidGroupRange: 3.29
minSpeed: 9.225757
maxSpeed: 9.225757
globalBias: 1
separationBias: 0.014
alignmentBias: 0.194
cohesionBias: 0.05
boundaryBias: 0.063
separationBias: 1.95
alignmentBias: 0.288
cohesionBias: 0.296
boundaryBias: 1.5
enableSeparation: 1
enableAlignment: 1
enableCohesion: 1
enableBoundary: 1
boidSeparationRange: 5
boundaryForce: 0.352
enableFovChecks: 1
boidSeparationRange: 1.4
boundaryForce: 50
localFlocks: 1
edgeWrapping: 1
circleVertexCount: 360
circleWidth: 0.1
maxSteerForce: 383
boidFov: 239
focusedBoid: {fileID: 0}
boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
type: 3}
@@ -3522,7 +3523,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -22.099976, y: -23.8}
m_AnchoredPosition: {x: -22.099976, y: -23.800049}
m_SizeDelta: {x: 25, y: 25}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &945635207
@@ -4121,7 +4122,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1165952970}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -2.3479285, y: -7.3538084, z: -1779.8757}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}

View File

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

View File

@@ -81,7 +81,7 @@ public class AdjustmentsHandler : MonoBehaviour {
// Calculate diff, formally add/remove boids
int diff = controller.boidCount - controller.boids.Count;
if(diff > 0)
controller.AddBoids(diff);
controller.AddBoids(diff, controller.boidCount > 5);
else if(diff < 0)
controller.RemoveBoids(diff * -1);

View File

@@ -1,70 +1,111 @@
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEngine;
using Random = UnityEngine.Random;
// Boids are represented by a moving, rotating triangle.
// Boids should communicate with sibling Boids
public class Boid : MonoBehaviour {
[NonSerialized] private Vector2 _position = Vector2.zero;
[NonSerialized] private 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] private BoidController _parent;
[NonSerialized] public bool isFocused = false;
// Basic Boid Physics Attributes
private Vector2 _position = Vector2.zero;
public Vector2 velocity;
// Wrapping related attributes
private bool _isWrappingX;
private bool _isWrappingY;
private Vector2 _centeringVelocity;
// Used for tracking Gizmo drawing
public int latestNeighborhoodCount = 0;
public List<Boid> latestNeighborhood;
// Parent Boid Controller
private BoidController _parent;
public bool isFocused; // Whether or not the current Boid is focused
private LineRenderer[] _lineRenderers; // Store LineRenderers used by Focused Boids
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
velocity = Util.GetRandomVelocity(Random.Range(_parent.minSpeed, _parent.maxSpeed));
_position = transform.position; // Track 2D position separately
transform.name = $"Boid {transform.GetSiblingIndex()}"; // Name the Game Object so Boids can be tracked somewhat
}
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) {
UpdateCenteringVelocity();
_position += _centeringVelocity;
_position += _centeringVelocity * Time.deltaTime;
transform.position = _position;
}
else {
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
_latestNeighborhoodCount = flock.Count;
// Calculate all offsets and multiple by magnitudes given
if (flock.Count > 0) {
if (_parent.enableCohesion)
_velocity += Rule1(flock) * _parent.cohesionBias;
if (_parent.enableSeparation)
_velocity += Rule2(flock) * _parent.separationBias;
if (_parent.enableAlignment)
_velocity += Rule3(flock) * _parent.alignmentBias;
}
if (_parent.enableBoundary && _parent.Boundary.Contains(_position))
_velocity += RuleBound() * _parent.boundaryBias;
// Limit the Velocity Vector to a certain Magnitude
_velocity = Util.MaxVelocity(_velocity, _parent.boidVelocityLimit);
_position += _velocity;
transform.position = new Vector3(_position.x, _position.y, 0);
velocity = GetVelocity();
_position += velocity * Time.deltaTime;
transform.position = _position;
}
// Perform edge wrapping
if (_parent.edgeWrapping)
Wrapping();
}
/// <summary>
/// Gets Velocity used to move Boid with all current rules and velocity
/// </summary>
/// <returns>new current Vector2 velocity</returns>
public Vector2 GetVelocity() {
// Find local neighborhood flock
Vector2 acceleration = Vector2.zero;
List<Boid> flock;
if (_parent.localFlocks)
flock = GetFlock(_parent.boids, _parent.boidGroupRange);
else
flock = _parent.boids;
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) {
if (_parent.enableCohesion)
acceleration += SteerTowards(Rule1(flock)) * _parent.cohesionBias;
if (_parent.enableSeparation)
acceleration += SteerTowards(Rule2(flock)) * _parent.separationBias;
if (_parent.enableAlignment)
acceleration += SteerTowards(Rule3(flock)) * _parent.alignmentBias;
}
if (_parent.enableBoundary && !_parent.Boundary.Contains(_position)) {
acceleration += SteerTowards(RuleBound()) * _parent.boundaryBias;
}
// Limit the Velocity Vector to a certain Magnitude
Vector2 newVelocity = velocity + acceleration * Time.deltaTime;
float speed = newVelocity.magnitude;
Vector2 dir = newVelocity / speed;
speed = Mathf.Clamp(speed, _parent.minSpeed, _parent.maxSpeed);
return dir * speed;
}
/// <summary>
/// Assists with clamping and normalizing a Vector2 force
/// </summary>
/// <param name="vector">Force Vector being applied by a rule</param>
/// <returns>Vector2 force to be applied</returns>
private Vector2 SteerTowards(Vector2 vector) {
Vector2 v = vector.normalized * _parent.maxSpeed - velocity;
return Vector2.ClampMagnitude(v, _parent.maxSteerForce);
}
/// <summary>
/// Runs edge wrapping logic for detecting and wrapping Boids
/// </summary>
private void Wrapping() {
if (!_parent.Space.Contains(_position)) {
// Activate Wrap, Move
@@ -95,9 +136,9 @@ public class Boid : MonoBehaviour {
// When Wrapping, this Velocity directs the Boid to the center of the Rectangle
private void UpdateCenteringVelocity() {
_centeringVelocity = Util.RotateBy(new Vector2(_parent.boidVelocityLimit, _parent.boidVelocityLimit),
_centeringVelocity = Util.RotateBy(new Vector2(_parent.maxSpeed, _parent.maxSpeed),
Vector2.Angle(_position, _parent.Space.center));
_centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.boidVelocityLimit / 2.0f);
_centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.maxSpeed / 2.0f);
}
// Cohesion: Steer towards center of mass of flock
@@ -128,9 +169,9 @@ public class Boid : MonoBehaviour {
Vector2 perceived = Vector2.zero;
foreach (Boid boid in flock)
perceived += boid._velocity;
perceived += boid.velocity;
perceived /= flock.Count;
return (perceived - _velocity) / 8.0f;
return (perceived - velocity) / 8.0f;
}
// Asks Boids to stay within the Boundaries set
@@ -158,25 +199,52 @@ 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");
Debug.LogWarning($"enableFocusing called on previously focused Boid ({transform.name})");
return;
}
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
@@ -187,35 +255,82 @@ public class Boid : MonoBehaviour {
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>();
// add and return LineRenderer component
return child.AddComponent<LineRenderer>();
}
_parent.circleVertexCount = 360;
/// <summary>
/// Draw (or re-draw) all lines corresponding to separation and group circles and FOV Arc
/// </summary>
/// <param name="redraw"><c>true</c> if draw operation should be treated as a re-draw</param>
public void Draw(bool redraw) {
// Clear positions when redrawing
if (redraw)
foreach (LineRenderer lineRenderer in _lineRenderers)
lineRenderer.positionCount = 0;
// Setup LineRenderer properties
line.useWorldSpace = false;
line.startWidth = _parent.circleWidth;
line.endWidth = _parent.circleWidth;
line.positionCount = _parent.circleVertexCount + 1;
// 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
// 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);
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);
}
}
/// <summary>
/// Return a random position nearby a certain distance away
/// </summary>
/// <param name="distance">Vector2 position</param>
/// <returns></returns>
public Vector2 GetNearby(float distance) {
return _position + Util.RotateBy(new Vector2(distance, distance),
Random.Range(0f, 360f));
}
public Boid GetClosestBoid() {
if (_parent.boids.Count <= 1)
return null;
Boid best = _parent.boids[0];
float curDistSqr = Mathf.Infinity;
foreach (Boid potential in _parent.boids) {
if (potential == this)
continue;
Vector2 diff = potential._position - _position;
var diffSqrMag = diff.sqrMagnitude;
if (diffSqrMag < curDistSqr) {
curDistSqr = diffSqrMag;
best = potential;
}
}
// Add points to LineRenderer
line.SetPositions(points);
return best;
}
}

View File

@@ -1,57 +1,54 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Debug = System.Diagnostics.Debug;
using Random = UnityEngine.Random;
public class BoidController : MonoBehaviour {
// Controller Attributes
[NonSerialized] public Rect Space;
[NonSerialized] public Rect Boundary;
// Manually managed/set
public GameObject boidObject; // Boid Object Prefab
// Swarm Attributes
public int boidCount = 50;
public float boidGroupRange = 1.0f;
public float boidStartVelocity = 0.005f;
[SerializeField] public float boidVelocityLimit = 1.0f;
public int boidCount = 250;
public float boidGroupRange = 3.3f;
public float minSpeed;
public float maxSpeed;
// Boid Rules are multiplied by this to allow rule 'tweaking'
[SerializeField] public float globalBias = 1.0f;
[SerializeField] public float separationBias = 0.05f;
[SerializeField] public float alignmentBias = 0.05f;
[SerializeField] public float cohesionBias = 0.05f;
[SerializeField] public float boundaryBias = 1f;
public float globalBias = 1.0f;
public float separationBias = 2f;
public float alignmentBias = 0.288f;
public float cohesionBias = 0.3f;
public float boundaryBias = 1.5f;
// Enable/Disable Boid Rules Altogether
[SerializeField] public bool enableSeparation = true;
[SerializeField] public bool enableAlignment = true;
[SerializeField] public bool enableCohesion = true;
[SerializeField] public bool enableBoundary = true;
public bool enableSeparation = true;
public bool enableAlignment = true;
public bool enableCohesion = true;
public bool enableBoundary = true;
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 float circleWidth = 0.1f; // Width of circle
public float boidSeparationRange = 1.4f; // Boid Separation rule's activation distance
public float boundaryForce = 50f; // The force applied when a Boid hits the boundary
public bool localFlocks = true; // Calculate Local 'Neighborhood' for flocks?
public bool edgeWrapping = true; // Enforce Edge Wrapping
public float maxSteerForce = 400f;
public float boidFov = 240;
public Boid focusedBoid; // A focused Boid has special rendering
public GameObject boidObject; // Boid Object Prefab
// Runtime Controller Attributes
[NonSerialized] public List<Boid> boids = new List<Boid>(); // Boid Objects for Updates
[NonSerialized] public Rect Space;
[NonSerialized] public Rect Boundary;
[NonSerialized] public Camera Cam; // Used for wrapping detection
public Boid focusedBoid; // A focused Boid has special rendering
private void OnDrawGizmos() {
// Draw a Wire Cube for the Rectangle Area
Gizmos.DrawWireCube(Space.center, Space.size);
Gizmos.DrawWireCube(Boundary.center, Boundary.size);
#if UNITY_EDITOR
if (focusedBoid != null)
Handles.DrawWireDisc(focusedBoid.transform.position, Vector3.forward, boidGroupRange);
#endif
if (Cam == null)
return;
@@ -71,38 +68,81 @@ public class BoidController : MonoBehaviour {
if (focusedBoid != null)
focusedBoid.DisableFocusing();
// Pick a Boid randomly and enable focusing
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 != null)
SceneView.lastActiveSceneView.LookAtDirect(focusedBoid.transform.position, Quaternion.identity);
#endif
}
private void Start() {
SetupCamera();
AddBoids(boidCount);
StartCoroutine(LateStart());
}
private IEnumerator LateStart() {
yield return new WaitForSecondsRealtime(0.5f);
for (int i = 0; i < 100; i++) {
foreach (Boid boid in boids)
boid.velocity = boid.GetVelocity();
}
}
/// <summary>
/// Utility function for setting up Camera and Boundary related variables.
/// </summary>
private void SetupCamera() {
// Setup Camera
Cam = Camera.main;
// Assert that there is an active camera
Debug.Assert(Cam != null, nameof(Cam) + " != null");
// Size the Rectangle based on the Camera's Orthographic View
float height = 2f * Cam.orthographicSize;
var size = new Vector2(height * Cam.aspect, height);
Space = new Rect((Vector2) transform.position - size / 2, size);
Boundary = new Rect(Vector2.zero, Space.size * 0.95f);
Boundary = new Rect(Vector2.zero, Space.size * 0.90f);
Boundary.center = Space.center;
AddBoids(boidCount);
}
public void AddBoids(int n) {
/// <summary>
/// Adds a number of boids.
/// </summary>
/// <param name="n">Number of Boids to add</param>
/// <param name="useNearby">Spawn Boids nearby each other</param>
public void AddBoids(int n, bool useNearby = false) {
// Skip if negative or zero
if (n <= 0)
return;
for (int i = 0; i < n; i++) {
// Instantiate a Boid prefab within the boundaries randomly
Vector2 position = RandomPosition() * 0.95f;
GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
Vector2 position = useNearby ? RandomNearbyPosition() : RandomPosition() * 0.90f;
GameObject boidGO = Instantiate(boidObject, position, Quaternion.identity);
// Set parent, add Boid component to Boids list
boid.transform.parent = transform;
boids.Add(boid.GetComponent<Boid>());
boidGO.transform.parent = transform;
var boid = boidGO.GetComponent<Boid>();
boids.Add(boid);
}
}
/// <summary>
/// Removes a number of boids.
/// </summary>
/// <param name="n">Number of Boids to Remove</param>
public void RemoveBoids(int n) {
// If there are still Boids to remove and the number left to remove is more than 1 (post-decrementing)
while (n-- > 0 && boids.Count >= 1) {
int index = Random.Range(0, boids.Count - 1);
@@ -117,15 +157,47 @@ public class BoidController : MonoBehaviour {
}
}
/// <summary>
/// Remove a Boid at a specific index in the Boids array.
/// </summary>
/// <param name="index"></param>
private void RemoveBoid(int index) {
Boid boid = boids[index];
boids.RemoveAt(index);
Destroy(boid.transform.gameObject);
}
/// <summary>
/// Returns a random valid Boid position
/// </summary>
/// <returns>A Vector2 position within the Boid boundary area</returns>
private Vector2 RandomPosition() {
return new Vector2(
Random.Range(-Boundary.size.x, Boundary.size.x) / 2,
Random.Range(-Boundary.size.y, Boundary.size.y) / 2);
}
/// <summary>
/// Returns a random valid position near a Boid
/// </summary>
/// <returns>A Vector2 position within the set boundaries</returns>
private Vector2 RandomNearbyPosition(int maxRetries = 5) {
for (int i = 0; i < maxRetries; i++) {
Vector2 possible = RandomBoid().GetNearby(boidSeparationRange);
if (Boundary.Contains(possible))
return possible;
}
// if MaxRetries exceeded, fall back to RandomPosition()
Debug.Log($"{maxRetries} retries failed, falling back to RandomPosition");
return RandomPosition();
}
/// <summary>
/// Returns a random Boid
/// </summary>
/// <returns></returns>
public Boid RandomBoid() {
return boids[Random.Range(0, boids.Count - 1)];
}
}

View File

@@ -1,48 +0,0 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BoidController))]
public class BoidControllerEditor : Editor {
public override void OnInspectorGUI() {
var controller = (BoidController) target;
// 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;
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, 7.5f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 5.0f);
controller.boidVelocityLimit = EditorGUILayout.Slider("Max Velocity", controller.boidVelocityLimit, 0.01f, 5.0f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 1f);
// Boid Bias Attributes
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 0.5f);
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 0.5f);
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 0.5f);
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 0.5f);
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
controller.edgeWrapping = EditorGUILayout.Toggle("Enforce 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);
// Boid Rendering
controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
}
}
#endif

View File

@@ -0,0 +1,70 @@
using UnityEngine;
/// <summary>
/// A simple static utility class that assists with drawing shapes using the <c>LineRenderer</c> class.
/// </summary>
public static class ShapeDraw {
// Line width of the Circle and Arc
public static float CircleWidth = 0.1f;
public static float ArcWidth = 0.1f;
// Vertex count for Circle and Arc - the precision or detail level the curves have
// Low vertex counts are mostly unnoticeable until < 30 vertexes, where eventually squares and triangles appear
public static int CircleVertexCount = 180;
public static int ArcVertexCount = 90;
/// <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

@@ -76,8 +76,8 @@ public class UIController : MonoBehaviour {
private void Start() {
// Set Target Application Framerate
Application.targetFrameRate = 90;
// Application.targetFrameRate = 90;
// Basic variable setup
_currentUI = UIStance.Title;
_scaler = canvas.GetComponent<CanvasScaler>();
@@ -116,7 +116,15 @@ public class UIController : MonoBehaviour {
private void Update() {
// on Escape key, attempts to change UI stance to the Title Screen
if (Input.GetKeyDown(KeyCode.Escape))
ChangeStance(UIStance.Title);
if (_currentUI == UIStance.PlayHidden)
ChangeStance(UIStance.PlayAdjust);
else
ChangeStance(UIStance.Title);
else if (Input.GetKeyDown(KeyCode.LeftAlt))
if (_currentUI == UIStance.PlayAdjust)
ChangeStance(UIStance.PlayHidden);
else if (_currentUI == UIStance.PlayHidden)
ChangeStance(UIStance.PlayAdjust);
}
/// <summary>
@@ -170,12 +178,12 @@ public class UIController : MonoBehaviour {
ShowBoidsTitle(true);
}
}
// Settings/About/Play -> Title
// Settings/About/PlayAdjust -> Title
else if (stance == UIStance.Title) {
MoveElements(UIGroup.TitleScreen, false);
if (_currentUI == UIStance.PlayAdjust) {
MoveElements(UIGroup.AdjustmentsScreen, true);
if(!showBoidsOnTitleToggle.isOn)
if (!showBoidsOnTitleToggle.isOn)
ShowBoidsTitle(false);
}
else if (_currentUI == UIStance.Settings)
@@ -183,6 +191,14 @@ public class UIController : MonoBehaviour {
else if (_currentUI == UIStance.About)
MoveElements(UIGroup.AboutScreen, true);
}
// PlayAdjust -> PlayHidden
else if (stance == UIStance.PlayHidden && _currentUI == UIStance.PlayAdjust) {
MoveElements(UIGroup.AdjustmentsScreen, true);
}
// PlayHidden -> PlayAdjust
else if (stance == UIStance.PlayAdjust && _currentUI == UIStance.PlayHidden) {
MoveElements(UIGroup.AdjustmentsScreen, false);
}
_currentUI = stance;
}
@@ -219,8 +235,8 @@ public class UIController : MonoBehaviour {
GameObject adjPanelGo;
LeanTween
.move((adjPanelGo = adjPanel.gameObject),
adjPanelGo.transform.position + _adjustmentsDiff * (away ? 1 : -1), 1.15f)
.setDelay(away ? 0f : 0.15f)
adjPanelGo.transform.position + _adjustmentsDiff * (away ? 1 : -1), away ? 0.9f : 1.15f)
.setDelay(away ? 0f : 0.05f)
.setEase(LeanTweenType.easeInOutCubic)
.setOnComplete(StartTween());
break;
@@ -245,7 +261,7 @@ public class UIController : MonoBehaviour {
private void ShowBoidsTitle(bool active) {
ShowBoids(active);
// Works somewhat close to what is needed, but needs a fix.
// if (!active) {
// print("Fading out");
@@ -262,7 +278,7 @@ public class UIController : MonoBehaviour {
}
private void ShowBoids(bool show) {
foreach(MeshRenderer meshRenderer in boidController.gameObject.GetComponentsInChildren<MeshRenderer>())
foreach (MeshRenderer meshRenderer in boidController.gameObject.GetComponentsInChildren<MeshRenderer>())
meshRenderer.enabled = show;
}
}

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 static float Vector2ToAngle(Vector2 velocity) {
float result = Mathf.Rad2Deg * Mathf.Atan2(velocity.y, velocity.x);
return (result < 0) ? (360f + result) : result;
}
}
public class Scale {
private Vector2 _original;
private Vector2 _new;
private Vector2 _ratio;
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 float X => _ratio.x;
public float Y => _ratio.y;
public static float AngleDifference(float angle1, float angle2) {
return Mathf.Abs((angle1 > 180 ? 360 - angle1 : angle1) - (angle2 > 180 ? 360 - angle2 : angle2));
}
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 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}