using System.Collections.Generic; using UnityEngine; using UnityEngine.Analytics; // Boids are represented by a moving, rotating triangle. // Boids should communicate with sibling Boids public class Boid : MonoBehaviour { public Vector2 position = Vector2.zero; public Vector2 velocity; private Renderer[] _renderers; bool _isWrappingX = false; bool _isWrappingY = false; Camera _cam; Vector3 _viewportPosition; void Start() { velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1); _renderers = GetComponents(); _cam = Camera.main; _viewportPosition = _cam.WorldToViewportPoint(transform.position); } 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)); ScreenWrap(); } bool CheckRenderers() { foreach (var renderer in _renderers) { // If at least one render is visible, return true if (renderer.isVisible) { return true; } } // Otherwise, the object is invisible return false; } void ScreenWrap() { var isVisible = CheckRenderers(); if (isVisible) { _isWrappingX = false; _isWrappingY = false; return; } if (_isWrappingX && _isWrappingY) { return; } var newPosition = transform.position; if (!_isWrappingX && (_viewportPosition.x > 1 || _viewportPosition.x < 0)) { newPosition.x = -newPosition.x; _isWrappingX = true; } if (!_isWrappingY && (_viewportPosition.y > 1 || _viewportPosition.y < 0)) { newPosition.y = -newPosition.y; _isWrappingY = true; } transform.position = newPosition; } public Vector2 NextPosition(List boids, float[] magnitudes) { // Acquires all List flock = GetFlock(boids, 20); if (flock.Count > 0) { // Calculate all offsets and multiple by magnitudes given Vector2 r1 = Rule1(flock) * magnitudes[0]; Vector2 r2 = Rule2(flock) * magnitudes[1]; Vector2 r3 = Rule3(flock) * magnitudes[2]; velocity += r1 + r2 + r3; } LimitVelocity(); return position + velocity; } void LimitVelocity() { if (velocity.magnitude > 2f) { velocity = (velocity / velocity.magnitude) * 2f; } } // Cohesion: Steer towards center of mass of flock Vector2 Rule1(List flock) { Vector2 center = Vector2.zero; foreach (Boid boid in flock) center += boid.position; center /= flock.Count; return (center - this.position) / 100; } // Separation: Steer to avoid other Boids within flock Vector2 Rule2(List flock) { Vector2 c = Vector2.zero; foreach (Boid boid in flock) { Vector2 diff = boid.position - this.position; if (diff.magnitude < 5) c -= diff; } return c; } // Alignment: Steer to align with the average heading of the flock Vector3 Rule3(List flock) { if (flock.Count == 0) return Vector2.zero; Vector2 perceived = Vector2.zero; foreach (Boid boid in flock) perceived += boid.velocity; perceived /= flock.Count; return (perceived - velocity) / 8; } // Returns a list of boids within a certain radius of the Boid, representing it's local 'flock' List GetFlock(List boids, float radius) { List flock = new List(); foreach (Boid boid in boids) if (boid != this && Vector2.Distance(this.position, boid.position) <= radius) flock.Add(boid); return flock; } }