mirror of
https://github.com/Xevion/Boids.git
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67 lines
2.5 KiB
C#
67 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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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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[NonSerialized] 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 = 1.0f;
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public float separationRange = 2.3f;
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// Bias changes how different rules influence individual Boids more or less
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public float separationBias = 0.05f;
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public float alignmentBias = 0.05f;
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public float cohesionBias = 0.05f;
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public bool localFlocks = true;
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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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[NonSerialized] [HideInInspector] public List<Boid> boids = new List<Boid>();
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// Used for wrapping
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public Camera cam;
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private void OnDrawGizmos() {
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// Draw a Wire Cube for the Rectangle Area
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Gizmos.DrawWireCube(Space.center, Space.size);
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// Draw a Wire Cube for the Cam's Viewport Area
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Vector3 screenBottomLeft = cam.ViewportToWorldPoint(new Vector3(0, 0, transform.position.z));
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Vector3 screenTopRight = cam.ViewportToWorldPoint(new Vector3(1, 1, transform.position.z));
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var screenWidth = screenTopRight.x - screenBottomLeft.x;
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var screenHeight = screenTopRight.y - screenBottomLeft.y;
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Gizmos.DrawWireCube(cam.transform.position, new Vector3(screenWidth, screenHeight, 1));
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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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// Size the Rectangle based on the Camera's Orthographic View
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float height = 2f * cam.orthographicSize;
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Vector2 size = new Vector2(height * cam.aspect, height);
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Space = new Rect((Vector2) transform.position - size / 2, size);
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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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// Generate a new position within the Rect boundaries (minus a little)
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var position = new Vector2(
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Random.Range(-Space.size.x, Space.size.x) / 2 * 0.95f,
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Random.Range(-Space.size.y, Space.size.y) / 2 * 0.95f);
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// Spawn a new Boid prefab
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GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
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// Set parent, add Boid component to Boids list
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boid.transform.parent = transform;
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boids.Add(boid.GetComponent<Boid>());
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}
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}
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} |