Initial commit of ongoing work
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoidManager : MonoBehaviour
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{
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[SerializeField] public BoidComponent boidTemplate;
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[SerializeField] public int boidNum;
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[SerializeField] [Range(0.0001f, 1)] public float boidCenterInfluence = 0.5f;
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[SerializeField][Range(0.0001f, 1)] public float boidBoidInfluence = 0.5f;
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[SerializeField][Range(1, 100)] public float boidSpeed = 1;
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[SerializeField][Range(0.0001f, 0.1f)] public float boidCorneringSpeed = 0.5f;
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private float setSpeed;
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private float setCenterInfluence;
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private float setBoidInfluence;
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private float setCornering;
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private List<BoidComponent> boids = new List<BoidComponent>();
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public Vector3 center;
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// Start is called before the first frame update
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void Start()
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{
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setSpeed = boidSpeed;
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setCornering = boidCorneringSpeed;
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setCenterInfluence = boidCenterInfluence;
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setBoidInfluence = boidBoidInfluence;
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for(int i = 0; i < boidNum; i++)
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{
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BoidComponent tempBoid = BoidComponent.Instantiate(boidTemplate);
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tempBoid.setCenterInfluence(boidCenterInfluence);
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tempBoid.setSpeed(boidSpeed);
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tempBoid.transform.position = new Vector3(
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Random.Range(0f, 100f), Random.Range(0f, 100f), Random.Range(0f, 100f));
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boids.Add(tempBoid);
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}
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}
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// Update is called once per frame
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void Update()
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{
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if(boidSpeed != setSpeed || boidCenterInfluence != setCenterInfluence ||
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boidBoidInfluence != setBoidInfluence || boidCorneringSpeed != setCornering)
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{
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foreach (BoidComponent boid in boids)
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{
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boid.setSpeed(boidSpeed);
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boid.setCenterInfluence(boidCenterInfluence);
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boid.setCorneringSpeed(boidCorneringSpeed);
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}
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setSpeed = boidSpeed;
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setCenterInfluence = boidCenterInfluence;
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setCornering = boidCorneringSpeed;
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}
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}
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private void FixedUpdate()
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{
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foreach (BoidComponent boid in boids)
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{
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boid.Move();
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}
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}
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}
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