using System; using System.Collections.Generic; 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] public Vector2 position = Vector2.zero; [NonSerialized] public Vector2 velocity; [NonSerialized] public bool IsWrappingX = false; [NonSerialized] public bool IsWrappingY = false; private BoidController parent; void Start() { parent = transform.parent.GetComponent(); // Acquire a Velocity Vector with a magnitude velocity = GetRandomVelocity(parent.boidStartVelocity); } 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)); // Skip Flock Calculations if wrapping in progress if (IsWrappingX || IsWrappingY) { position += velocity; return; } // Acquires all Boids within the local flock // List flock = GetFlock(parent.boids, parent.boidGroupRange); List flock = parent.boids; if (flock.Count > 0) { // Calculate all offsets and multiple by magnitudes given Vector2 r1 = Rule1(flock) * parent.cohesionBias; Vector2 r2 = Rule2(flock) * parent.separationBias; Vector2 r3 = Rule3(flock) * parent.alignmentBias; velocity += r1 + r2 + r3; } // Limit the Velocity Vector to a certain Magnitude if (velocity.magnitude > parent.boidVelocityLimit) { velocity = (velocity / velocity.magnitude) * parent.boidVelocityLimit; } position += velocity; transform.position = new Vector3(position.x, position.y, 0); Wrapping(); } void Wrapping() { if (!parent.space.Contains(position)) { // Activate Wrap, Move Vector2 newPosition = transform.position; Vector3 viewportPosition = parent._cam.WorldToViewportPoint(newPosition); 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; position = newPosition; } else { // Within the rectangle again IsWrappingX = false; IsWrappingY = false; } } Vector2 GetRandomVelocity(float magnitude) { Vector2 vector = new Vector2(magnitude, magnitude); return Util.RotateBy(vector, Random.Range(0, 180)); } // 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 /= parent.boids.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 < parent.separationRange) 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; } }