mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-16 02:11:08 -06:00
93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Debug = System.Diagnostics.Debug;
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using Random = UnityEngine.Random;
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public class BoidController : MonoBehaviour {
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// Controller Attributes
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public Rect space;
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// Swarm Attributes
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public int boidCount = 50;
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public float boidGroupRange = 1.0f;
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public float boidStartVelocity = 0.005f;
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public float boidVelocityLimit = 2.0f;
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// Bias changes how different rules influence individual Boids more or less
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public float separationBias = 1.0f;
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public float alignmentBias = 1.0f;
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public float cohesionBias = 1.0f;
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// Boid Object Prefab
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public GameObject boidObject;
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// Boid Objects for Updates
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public List<Boid> boids = new List<Boid>();
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// Used for wrapping
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Camera _cam;
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private void OnDrawGizmos() {
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Gizmos.DrawWireCube(space.center, space.size);
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}
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private void Start() {
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// Setup Camera
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_cam = Camera.main;
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var size = new Vector2(142, 80);
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space = new Rect((Vector2) transform.position - (size / 2), size);
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// Size the Rectangle
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_cam.rect = space;
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// Add in Boid Objects / Spawn Boid Prefabs
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for (int i = 0; i < boidCount; i++) {
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var position = new Vector2(Random.Range(-15, 15), Random.Range(-15, 15));
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GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
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boid.transform.parent = transform;
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boids.Add(boid.GetComponent<Boid>());
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boids[boids.Count - 1].position = position;
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}
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}
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private void Update() {
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// Wrapping Functionality
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foreach (Boid boid in boids) {
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print($"{boid.IsWrappingX} {boid.IsWrappingY}");
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if (!space.Contains(boid.position)) {
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// Activate Wrap, Move
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Vector2 newPosition = boid.transform.position;
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Vector3 viewportPosition = _cam.WorldToViewportPoint(newPosition);
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if (!boid.IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
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newPosition.x = -newPosition.x;
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boid.IsWrappingX = true;
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}
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if (!boid.IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
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newPosition.y = -newPosition.y;
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boid.IsWrappingY = true;
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}
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boid.transform.position = newPosition;
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boid.position = newPosition;
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}
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else {
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// Within the rectangle again
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boid.IsWrappingX = false;
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boid.IsWrappingY = false;
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}
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}
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float[] magnitudes = {cohesionBias, separationBias, alignmentBias};
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// Update all Boid positions
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foreach (Boid boid in boids) {
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Vector2 next = boid.NextPosition(boids, magnitudes);
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boid.position = next;
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boid.transform.position = new Vector3(next.x, next.y, 0);
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}
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}
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} |