Finalizing tweaks to various settings and influence factors
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@@ -561,11 +561,13 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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boidTemplate: {fileID: 4213572534340104675, guid: 890f3224580083e43a66e32b71b03aa3,
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type: 3}
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boidNum: 10
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boidCenterInfluence: 0.409
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boidBoidInfluence: 0.5
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boidSpeed: 31.3
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boidCorneringSpeed: 0.0132
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boidNum: 50
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boidVisionCone: 180
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boidCenterInfluence: 1.15
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boidAvoidInfluence: 6.8
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boidAlignInfluence: 100
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boidSpeed: 25
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boidCorneringSpeed: 0.458
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center: {x: 0, y: 0, z: 0}
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--- !u!4 &1744584615
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Transform:
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@@ -575,7 +577,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1744584613}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 1.6519947, y: 1.5839331, z: 0.49270648}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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@@ -1,52 +1,54 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoidComponent : MonoBehaviour
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{
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private float centerInfluence;
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private float boidInfluence = 0.5f;
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private float speed = 50;
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private float corneringSpeed = 0.001f;
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private float avoidInfluence;
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private float alignInfluence;
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private float speed;
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private float corneringSpeed;
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private Vector3 closestCenter;
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[SerializeField] public float visionConeAngle;
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[SerializeField] public float movementConeAngle;
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List <Collider> collisions;
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// Start is called before the first frame update
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void Start()
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void Awake()
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{
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collisions = new List<Collider>();
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}
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void FixedUpdate()
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{
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Move();
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//Debug.DrawLine(transform.position, transform.forward + transform.position);
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}
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public void setCenterInfluence(float centerInfluence)
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{
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this.centerInfluence = centerInfluence;
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}
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public void setAvoidInfluence(float avoidInfluence)
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{
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this.avoidInfluence = avoidInfluence;
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}
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public void setAlignInfluence(float alignInfluence)
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{
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this.alignInfluence = alignInfluence;
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}
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public void setSpeed(float boidSpeed)
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{
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speed = boidSpeed;
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}
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public void setVisionConeAngle(float visionConeAngle)
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{
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this.visionConeAngle = visionConeAngle;
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}
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public void setCorneringSpeed(float corneringSpeed)
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{
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this.corneringSpeed = corneringSpeed;
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}
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private void OnTriggerEnter(Collider collision)
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{
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}
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private void OnTriggerStay(Collider collision)
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{
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if (!collisions.Contains(collision))
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@@ -62,7 +64,7 @@ public class BoidComponent : MonoBehaviour
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public void Move()
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{
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Vector3 targetDir = -(calcCloseBoidInteractionsV3() * boidInfluence);
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Vector3 targetDir = -(calcCloseBoidInteractionsV3());
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//Debug.Log(targetDir);
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if(!targetDir.Equals(transform.forward))
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@@ -74,11 +76,13 @@ public class BoidComponent : MonoBehaviour
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targetDir = calcCenterInfluenceV3(closestCenter) * centerInfluence;
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}
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Debug.DrawLine(transform.position, transform.position + targetDir, Color.magenta);
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Quaternion directionRotation = Quaternion.LookRotation(-targetDir);
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transform.rotation = Quaternion.Slerp(transform.rotation, directionRotation, corneringSpeed * Time.deltaTime);
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transform.position += transform.forward * (1/(101 - speed * Time.deltaTime));
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transform.position += transform.forward * (speed * Time.deltaTime);
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}
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private Vector3 calcCloseBoidInteractionsV3()
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@@ -114,9 +118,11 @@ public class BoidComponent : MonoBehaviour
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if (angleBetweenObjects < visionConeAngle)
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{
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//align
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if(obstacle.layer == 0 && obstacle.tag == "boid")
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if(obstacle.layer == 0 )
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{
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desiredDirectionToLook += (obstacle.transform.forward);
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//Debug.Log("HERE");
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desiredDirectionToLook += (obstacle.transform.forward * alignInfluence);
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Debug.DrawLine(transform.position, transform.position + obstacle.transform.forward, Color.green);
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}
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//Find angle between forward vectors
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@@ -128,23 +134,24 @@ public class BoidComponent : MonoBehaviour
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angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
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}*/
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if (collision.gameObject.layer == 0 && angleBetweenObjects < movementConeAngle)
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if (collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
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{
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//Debug.Log(dist);
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//Debug.Log(angleBetweenObjects);
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//avoid
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/*
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Vector3 avoid = new Vector3();
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avoid.x = targetDir.x * (1 / dist);
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avoid.y = targetDir.y * (1 / dist);
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avoid.z = targetDir.z * (1 / dist);
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Debug.DrawLine(transform.position, -targetDir);
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*/
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//Debug.DrawLine(transform.position, -targetDir);
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Vector3 avoid = (-targetDir.normalized * 5) / (dist);
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desiredDirectionToLook += avoid;
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//Debug.DrawLine(transform.position, transform.position + avoid);
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desiredDirectionToLook += (avoid * Mathf.Pow(avoidInfluence, 3));
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Debug.DrawLine(transform.position, transform.position + (avoid * Mathf.Pow(avoidInfluence, 3)), Color.blue);
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//Debug.Log(avoid.magnitude);
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}
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}
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@@ -168,66 +175,11 @@ public class BoidComponent : MonoBehaviour
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return desiredDirectionToLook.normalized;
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}
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private Quaternion calcCloseBoidInteractions()
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{
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Quaternion rotation = Quaternion.identity;
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foreach (Collider collision in collisions)
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{
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//Find angle between objects
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Vector3 targetDir = collision.gameObject.transform.position - transform.position;
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float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
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if (angleBetweenObjects < 180 - visionConeAngle)
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{
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//Debug.Log(angleBetweenObjects);
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//Find angle between forward vectors
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Vector3 contact = collision.gameObject.transform.forward;
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float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
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if (angleBetweenForwards != 0)
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{
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angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
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}
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//align
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Quaternion temp = Quaternion.LookRotation((collision.gameObject.transform.forward)/2);
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//Debug.Log("T: " + collision.gameObject.transform.forward + " B: " + transform.forward);
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rotation *= Quaternion.Slerp(transform.rotation, temp, boidInfluence);
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if(collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
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{
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//Debug.Log(angleBetweenObjects);
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}
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}
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}
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if(rotation.Equals(Quaternion.identity))
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{
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return transform.rotation;
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}
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return rotation;
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}
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private Vector3 calcCenterInfluenceV3(Vector3 center)
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{
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//Debug.DrawLine(transform.position, center);
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return (transform.position - center).normalized;
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}
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private Quaternion calcCenterInfluence(Vector3 center)
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{
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Vector3 newDirection = (transform.position - center).normalized;
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Quaternion directionRotation = Quaternion.LookRotation(newDirection);
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return Quaternion.Slerp(transform.rotation, directionRotation, centerInfluence);
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//return -(newDirection * centerInfluence);
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}
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}
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@@ -6,30 +6,41 @@ 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(1, 180)] public float boidVisionCone;
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[SerializeField] [Range(0.0001f, 100)] public float boidCenterInfluence = 0.5f;
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[SerializeField][Range(0.0001f, 100)] public float boidAvoidInfluence = 0.5f;
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[SerializeField][Range(0.0001f, 100)] public float boidAlignInfluence = 0.5f;
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[SerializeField][Range(1, 500)] public float boidSpeed = 1;
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[SerializeField][Range(0.0001f, 1f)] public float boidCorneringSpeed = 0.5f;
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private float setSpeed;
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private float setVisionConeAngle;
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private float setCenterInfluence;
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private float setBoidInfluence;
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private float setAvoidInfluence;
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private float setAlignInfluence;
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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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setVisionConeAngle = boidVisionCone;
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setCornering = boidCorneringSpeed;
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setCenterInfluence = boidCenterInfluence;
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setBoidInfluence = boidBoidInfluence;
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setAlignInfluence = boidAlignInfluence;
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setAvoidInfluence = boidAvoidInfluence;
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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.setVisionConeAngle(boidVisionCone);
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tempBoid.setSpeed(boidSpeed);
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tempBoid.setAvoidInfluence(boidAvoidInfluence);
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tempBoid.setAlignInfluence(boidAlignInfluence);
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tempBoid.setCorneringSpeed(boidCorneringSpeed);
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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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@@ -44,19 +55,25 @@ public class BoidManager : MonoBehaviour
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boid.Move();
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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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if (boidSpeed != setSpeed || setVisionConeAngle != boidVisionCone || boidCenterInfluence != setCenterInfluence ||
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setAlignInfluence != boidAlignInfluence || setAvoidInfluence != boidAvoidInfluence|| 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.setVisionConeAngle(boidVisionCone);
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boid.setCorneringSpeed(boidCorneringSpeed);
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boid.setCenterInfluence(boidCenterInfluence);
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boid.setCorneringSpeed(boidCorneringSpeed);
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boid.setAvoidInfluence(boidAvoidInfluence);
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boid.setAlignInfluence(boidAlignInfluence);
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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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setAvoidInfluence = boidAvoidInfluence;
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setAlignInfluence = boidAlignInfluence;
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}
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}
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