Files
Boids/Assets/Boid.cs

132 lines
3.9 KiB
C#

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<Renderer>();
_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<Boid> boids, float[] magnitudes) {
// Acquires all
List<Boid> 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<Boid> 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<Boid> 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<Boid> 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<Boid> GetFlock(List<Boid> boids, float radius) {
List<Boid> flock = new List<Boid>();
foreach (Boid boid in boids)
if (boid != this && Vector2.Distance(this.position, boid.position) <= radius)
flock.Add(boid);
return flock;
}
}