Files
Boids/Assets/BoidController.cs

58 lines
1.9 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;
// Boid Object Prefab
public GameObject boidObject;
// Boid Objects for Updates
[HideInInspector] public List<Boid> boids = new List<Boid>();
// Used for wrapping
internal Camera _cam;
private void OnDrawGizmos() {
Gizmos.DrawWireCube(space.center, space.size);
}
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>());
}
}
}