Files
Boids/Assets/BoidController.cs

67 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class BoidController : MonoBehaviour {
// Controller Attributes
[NonSerialized] public Rect Space;
// Swarm Attributes
public int boidCount = 50;
public float boidGroupRange = 1.0f;
public float boidStartVelocity = 0.005f;
public float boidVelocityLimit = 1.0f;
public float separationRange = 2.3f;
// Bias changes how different rules influence individual Boids more or less
public float separationBias = 0.05f;
public float alignmentBias = 0.05f;
public float cohesionBias = 0.05f;
public bool localFlocks = true;
// Boid Object Prefab
public GameObject boidObject;
// Boid Objects for Updates
[NonSerialized] [HideInInspector] public List<Boid> boids = new List<Boid>();
// Used for wrapping
public Camera cam;
private void OnDrawGizmos() {
// Draw a Wire Cube for the Rectangle Area
Gizmos.DrawWireCube(Space.center, Space.size);
// Draw a Wire Cube for the Cam's Viewport Area
Vector3 screenBottomLeft = cam.ViewportToWorldPoint(new Vector3(0, 0, transform.position.z));
Vector3 screenTopRight = cam.ViewportToWorldPoint(new Vector3(1, 1, transform.position.z));
var screenWidth = screenTopRight.x - screenBottomLeft.x;
var screenHeight = screenTopRight.y - screenBottomLeft.y;
Gizmos.DrawWireCube(cam.transform.position, new Vector3(screenWidth, screenHeight, 1));
}
private void Start() {
// Setup Camera
cam = Camera.main;
// Size the Rectangle based on the Camera's Orthographic View
float height = 2f * cam.orthographicSize;
Vector2 size = new Vector2(height * cam.aspect, height);
Space = new Rect((Vector2) transform.position - size / 2, size);
// Add in Boid Objects / Spawn Boid Prefabs
for (int i = 0; i < boidCount; i++) {
// Generate a new position within the Rect boundaries (minus a little)
var position = new Vector2(
Random.Range(-Space.size.x, Space.size.x) / 2 * 0.95f,
Random.Range(-Space.size.y, Space.size.y) / 2 * 0.95f);
// Spawn a new Boid prefab
GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
// Set parent, add Boid component to Boids list
boid.transform.parent = transform;
boids.Add(boid.GetComponent<Boid>());
}
}
}