Updated plant behavior
V1- Don't like how the variables are interacting. Will be rewriting plant behavior.
This commit is contained in:
@@ -16,6 +16,9 @@
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*.blend1
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*.blend1.meta
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# Imported assets
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.Assets/Samples/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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@@ -97,3 +100,8 @@ InitTestScene*.unity*
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# Auto-generated scenes by play mode tests
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/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
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Assets/Samples/
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Assets/TextMesh Pro/
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*.meta
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Assets/GameAssets/Materials/TerrainMaterial.mat
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Assets/GameAssets/Materials/MaybePlants.shadergraph
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@@ -6,6 +6,9 @@ public class Core : MonoBehaviour
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[SerializeField] public NutrientController nutrientCont;
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[SerializeField] public PlantController plantCont;
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[SerializeField] public Terrain ground;
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[SerializeField, Range(0, 10)] public float speedOfStep;
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float timeSoFar;
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public static Core instance;
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@@ -17,12 +20,18 @@ public class Core : MonoBehaviour
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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timeSoFar = 0;
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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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timeSoFar += Time.deltaTime;
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if(timeSoFar >= speedOfStep)
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{
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plantCont.Step(timeSoFar);
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nutrientCont.Step(timeSoFar);
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timeSoFar = 0;
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}
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}
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}
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@@ -30,7 +30,21 @@ public class NutrientController : MonoBehaviour
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}
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public bool PlantNutrientUse(float x, float y, float radius, float nutrientsNeeded)
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public void Step(float dTime)
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{
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for (int r = 0; r < sizeX; r++)
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{
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for (int c = 0; c < sizeY; c++)
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{
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if (nutrientMap[r,c] < 1)
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{
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nutrientMap[r, c] += (0.1f * dTime);
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}
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}
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}
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}
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public float PlantNutrientUse(float x, float y, float radius, float nutrientsNeeded)
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{
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int locX = Mathf.FloorToInt(x * sizeX);
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int locY = Mathf.FloorToInt(y * sizeY);
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@@ -38,8 +52,18 @@ public class NutrientController : MonoBehaviour
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int flooredRadius = Mathf.FloorToInt(radius);
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float totalNutrients = nutrientMap[locX, locY];
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float[,] nutrientsAvailable = new float[flooredRadius * 2 + 1, flooredRadius * 2 + 1];
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float[,] nutrientsAvailable;
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try
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{
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nutrientsAvailable = new float[flooredRadius * 2 + 1, flooredRadius * 2 + 1];
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} catch (Exception e)
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{
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Debug.Log($"x : {x} y : {y} radius : {radius} nutrients needed : {nutrientsNeeded}");
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return 2000000;
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}
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// Calculate total amount of nutrients available to the plant, at a 1/ (2 * steps from origin) ratio.
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for (int r = -flooredRadius; r <= flooredRadius; r++)
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{
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int currentLocX = locX + r;
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@@ -47,75 +71,94 @@ public class NutrientController : MonoBehaviour
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for(int c = -flooredRadius; c <= flooredRadius; c++)
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{
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int currentLocY = locY + c;
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if(r == 0 && c == 0)
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if (currentLocX < 0 || currentLocX >= nutrientMap.GetLength(0) || currentLocY < 0 || currentLocY >= nutrientMap.GetLength(1))
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{
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nutrientsAvailable[flooredRadius, flooredRadius] = nutrientMap[currentLocX, currentLocY];
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nutrientsAvailable[flooredRadius, flooredRadius] = 0;
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}
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else
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{
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nutrientsAvailable[flooredRadius + r, flooredRadius + c] = nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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if (r == 0 && c == 0)
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{
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nutrientsAvailable[flooredRadius, flooredRadius] = nutrientMap[currentLocX, currentLocY];
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}
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else
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{
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nutrientsAvailable[flooredRadius + r, flooredRadius + c] = nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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}
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}
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}
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}
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// If not enough nutrients are available to the plant to sustain it, return false.
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// Can be changed to returning a float value indicating the deficit in nutrients with the plant taking that much in health damage
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if (totalNutrients < nutrientsNeeded)
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{
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return false;
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for (int r = -flooredRadius; r <= flooredRadius; r++)
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{
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int currentLocX = locX + r;
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for (int c = -flooredRadius; c <= flooredRadius; c++)
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{
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int currentLocY = locY + c;
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if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
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{
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nutrientMap[currentLocX, currentLocY] -= (nutrientsAvailable[flooredRadius + r, flooredRadius + c]);
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}
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}
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}
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return nutrientsNeeded - totalNutrients;
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}
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float[,] amountToUse = new float[flooredRadius * 2 + 1, flooredRadius * 2 + 1];
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for(int r = 0; r < nutrientsAvailable.GetLength(0); r++)
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for (int r = -flooredRadius; r <= flooredRadius; r++)
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{
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for (int c = 0; c < nutrientsAvailable.GetLength(1); c++)
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int currentLocX = locX + r;
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for (int c = -flooredRadius; c <= flooredRadius; c++)
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{
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amountToUse[r, c] = (nutrientsAvailable[r, c] / totalNutrients) * nutrientsNeeded;
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int currentLocY = locY + c;
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if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
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{
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nutrientMap[currentLocX, currentLocY] -= (nutrientsAvailable[flooredRadius + r, flooredRadius + c] / totalNutrients) * nutrientsNeeded;
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}
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}
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}
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string output2 = "NUTRIENTS TO USE\n";
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for (int r = 0; r < amountToUse.GetLength(0); r++)
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{
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for (int c = 0; c < amountToUse.GetLength(1); c++)
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{
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output2 += amountToUse[r, c] + " ";
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}
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output2 += "\n";
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}
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Debug.Log(output2);
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return true;
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return 0;
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}
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public float GetNutrients(float x, float y, float radius)
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public float GetAvailNutrients(float x, float y, float radius)
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{
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int locX = Mathf.FloorToInt(x * sizeX);
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int locY = Mathf.FloorToInt(y * sizeY);
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int ceilRad = Mathf.CeilToInt(radius);
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float totalNutrients = 0;
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int flooredRadius = Mathf.FloorToInt(radius);
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float totalNutrients = nutrientMap[locX, locY];
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for(int r = -ceilRad; r < ceilRad; r++)
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// Calculate total amount of nutrients available to the plant, at a 1/ (2 * steps from origin) ratio.
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for (int r = -flooredRadius; r <= flooredRadius; r++)
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{
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for (int c = -ceilRad; c < ceilRad; c++)
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int currentLocX = locX + r;
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for (int c = -flooredRadius; c <= flooredRadius; c++)
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{
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if((locX + ceilRad > 0 && locX + ceilRad < sizeX) && (locY + ceilRad > 0 && locY + ceilRad < sizeY))
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int currentLocY = locY + c;
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if (currentLocX < 0 || currentLocX >= nutrientMap.GetLength(0) || currentLocY < 0 || currentLocY >= nutrientMap.GetLength(1))
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{
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int fraction = Mathf.Abs(r) + Mathf.Abs(c);
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if(fraction == 0)
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}
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else
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{
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if (r == 0 && c == 0)
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{
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totalNutrients += nutrientMap[locX + ceilRad, locY + ceilRad];
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}
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else
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{
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totalNutrients += nutrientMap[locX + ceilRad, locY + ceilRad] / (fraction * 2);
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totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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}
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}
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}
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}
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return totalNutrients;
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}
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@@ -127,12 +170,60 @@ public class NutrientController : MonoBehaviour
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nutrientMap[locX, locY] -= used;
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}
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public void AddNutrients(float x, float y, float added)
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public void AddNutrients(float x, float y, float added, float radius)
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{
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int locX = Mathf.FloorToInt(x * sizeX);
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int locY = Mathf.FloorToInt(y * sizeY);
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nutrientMap[locX, locY] += added;
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int flooredRadius = Mathf.FloorToInt(radius);
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float totalDistro = 0;
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for (int r = -flooredRadius; r <= flooredRadius; r++)
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{
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int currentLocX = locX + r;
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for (int c = -flooredRadius; c <= flooredRadius; c++)
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{
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int currentLocY = locY + c;
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if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
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{
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if (r == 0 && c == 0)
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{
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totalDistro += 1;
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}
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else
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{
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totalDistro += 1.0f / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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}
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}
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}
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}
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for (int r = -flooredRadius; r <= flooredRadius; r++)
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{
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int currentLocX = locX + r;
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for (int c = -flooredRadius; c <= flooredRadius; c++)
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{
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int currentLocY = locY + c;
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if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
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{
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if(r == 0 && c == 0)
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{
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nutrientMap[currentLocX, currentLocY] += (added / totalDistro);
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}
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else
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{
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nutrientMap[currentLocX, currentLocY] += (added / totalDistro) / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
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}
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if(nutrientMap[currentLocX, currentLocY] > 1)
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{
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nutrientMap[currentLocX, currentLocY] = 1;
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}
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}
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}
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}
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}
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private void Render()
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@@ -1,18 +1,29 @@
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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public class Plant : MonoBehaviour
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{
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private float healthMax;
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private float healthCurrent;
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private float nutrientNeed;
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private float growthRate;
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private float nutrientsConsumed;
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public float healthMax;
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public float healthCurrent;
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public float nutrientNeed;
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public float growthRate;
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public float nutrientsConsumed;
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public float nutrientsRequiredStep;
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public float size;
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public float reproductionChance;
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public float reproductionDist;
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public bool isReproducing;
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public float childXPos;
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public float childYPos;
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public bool isAlive;
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private GameObject visualPrefab;
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public GameObject visualPrefab;
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public GameObject visual;
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public float availNutrients;
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public void SetVisual(GameObject visualPrefab)
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{
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this.visualPrefab = visualPrefab;
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@@ -23,6 +34,8 @@ public class Plant : MonoBehaviour
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this.healthMax = healthMax;
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this.nutrientNeed = nutrientNeed;
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this.growthRate = growthRate;
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reproductionChance = 1;
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reproductionDist = Random.Range(1f, 500f);
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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@@ -32,41 +45,95 @@ public class Plant : MonoBehaviour
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healthCurrent = healthMax;
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nutrientsConsumed = 0;
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isAlive = true;
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isReproducing = false;
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size = 1f;
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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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}
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public void Step(float dTime)
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{
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Terrain terrain = Core.instance.ground;
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NutrientController nutrientCont = Core.instance.nutrientCont;
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float xBound = terrain.terrainData.size.x;
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float yBound = terrain.terrainData.size.z;
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float x = transform.position.x / xBound;
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float y = transform.position.z / yBound;
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float x = transform.position.x / terrain.terrainData.size.x;
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float y = transform.position.z / terrain.terrainData.size.z;
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float size = visual.transform.localScale.x;
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//availNutrients = nutrientCont.GetAvailNutrients(x, y, size);
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//float nutrientsAvailable = nutrientCont.GetNutrients(x, y, size);
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nutrientsRequiredStep = Mathf.Pow(size, 2f) * nutrientNeed * dTime;
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//float nutrientsNeededFrame = (nutrientNeed * Time.deltaTime);
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float nutrientDeficit = nutrientCont.PlantNutrientUse(x, y, size, nutrientsRequiredStep);
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float nutrientsNeededFrame = (nutrientNeed);
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bool CanStayAlive = nutrientCont.PlantNutrientUse(x, y, size, nutrientsNeededFrame);
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/*if (nutrientsNeededFrame > nutrientsAvailable)
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if (nutrientDeficit > 0)
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{
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healthCurrent -= Time.deltaTime * 0.1f * healthMax;
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healthCurrent -= nutrientDeficit;
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nutrientsConsumed += (nutrientsRequiredStep - nutrientDeficit);
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}
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else
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{
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visual.transform.localScale += visual.transform.localScale * (growthRate * Time.deltaTime);
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nutrientCont.UseNutrients(x, y, size, nutrientsNeededFrame);
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nutrientsConsumed += nutrientsNeededFrame;
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float adjustedGrowth = (growthRate * 1.5f) / size;
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size += adjustedGrowth * dTime;
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if(visual != null)
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{
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visual.transform.localScale = new Vector3(size, size, size);
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}
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nutrientsConsumed += nutrientsRequiredStep;
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}
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if (healthCurrent <= 0)
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{
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nutrientCont.AddNutrients(x, y, (nutrientsConsumed * 0.9f));
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nutrientCont.AddNutrients(x, y, (nutrientsConsumed * 0.9f), size);
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isAlive = false;
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}*/
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}
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float reproRoll = Random.Range(0.0f, 1f);
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if(reproRoll > 1 - (reproductionChance * dTime))
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{
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float direction;
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float xOffset;
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float yOffset;
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int counter = 0;
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do
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{
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direction = Random.Range(0f, 360f);
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xOffset = (reproductionDist + Random.Range(-0.1f * reproductionDist, 0.1f * reproductionDist)) * Mathf.Cos(direction * Mathf.Deg2Rad);
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yOffset = (reproductionDist + Random.Range(-0.1f * reproductionDist, 0.1f * reproductionDist)) * Mathf.Sin(direction * Mathf.Deg2Rad);
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childXPos = transform.position.x + xOffset;
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childYPos = transform.position.y + yOffset;
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counter++;
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if(counter >= 50)
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{
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return;
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}
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} while (childXPos > xBound || childXPos < 0 || childYPos > yBound || childYPos < 0);
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isReproducing = true;
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}
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}
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public void childMade()
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{
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childXPos = 0;
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childYPos = 0;
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isReproducing = false;
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}
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private void OnDrawGizmos()
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{
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Vector3 camPos = SceneView.currentDrawingSceneView.camera.transform.position;
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if(Vector3.Distance(camPos, this.transform.position) > 15 * visual.transform.localScale.x)
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{
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return;
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}
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GUIStyle big = new GUIStyle();
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big.fontSize = 50;
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big.normal.textColor = Color.purple;
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Handles.Label(transform.position, $"Health: {healthCurrent}\nSize: {size}\nnRequired: {nutrientsRequiredStep}", big);
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}
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}
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@@ -9,20 +9,21 @@ public class PlantController : MonoBehaviour
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List<GameObject> plants;
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float xBound;
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float zBound;
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Terrain terrain;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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plants = new List<GameObject>();
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Terrain terrain = Core.instance.ground;
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terrain = Core.instance.ground;
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xBound = terrain.GetComponent<Terrain>().terrainData.size.x;
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zBound = terrain.GetComponent<Terrain>().terrainData.size.z;
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for (int i = 0; i < 1; i++)
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for (int i = 0; i < 100; i++)
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{
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GameObject newPlant = Instantiate(plantPrefab);
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newPlant.GetComponent<Plant>().SetVisual(plantModels[Random.Range(0, plantModels.Count - 1)]);
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newPlant.GetComponent<Plant>().SetValues(Random.Range(10f, 100f), Random.Range(0.1f, 0.2f), Random.Range(0.1f, 0.25f));
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newPlant.GetComponent<Plant>().SetValues(Random.Range(10f, 100f), Random.Range(0.5f, 1f), Random.Range(0.1f, 0.25f));
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float x = Random.Range(0, xBound);
|
||||
float z = Random.Range(0, zBound);
|
||||
float y = terrain.SampleHeight(new Vector3(x, 0, z));
|
||||
@@ -42,13 +43,46 @@ public class PlantController : MonoBehaviour
|
||||
{
|
||||
GameObject currentPlant = plants[i];
|
||||
Plant plantI = currentPlant.GetComponent<Plant>();
|
||||
if(!plantI.isAlive)
|
||||
if (!plantI.isAlive)
|
||||
{
|
||||
currentPlant.SetActive(false);
|
||||
plants.Remove(currentPlant);
|
||||
Destroy(currentPlant);
|
||||
i--;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (plantI.isReproducing)
|
||||
{
|
||||
GameObject child = Instantiate(plantPrefab);
|
||||
Plant childPlant = child.GetComponent<Plant>();
|
||||
childPlant.SetVisual(plantI.visualPrefab);
|
||||
childPlant.SetValues(plantI.healthMax + Random.Range(-0.5f, 0.5f), plantI.nutrientNeed + Random.Range(-0.01f, 0.01f), plantI.growthRate + Random.Range(-0.01f, 0.01f));
|
||||
|
||||
float x = plantI.childXPos;
|
||||
float z = plantI.childYPos;
|
||||
float y = terrain.SampleHeight(new Vector3(plantI.childXPos, 0, plantI.childYPos));
|
||||
Vector3 childPos = new Vector3(x, y, z);
|
||||
|
||||
Vector3 normal = terrain.terrainData.GetInterpolatedNormal(plantI.childXPos / xBound, plantI.childYPos / zBound);
|
||||
child.transform.LookAt(normal);
|
||||
child.transform.Rotate(new Vector3(90, 0, 0));
|
||||
|
||||
child.transform.position = childPos;
|
||||
plants.Add(child);
|
||||
i++;
|
||||
|
||||
plantI.childMade();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Step(float dTime)
|
||||
{
|
||||
foreach(GameObject plant in plants)
|
||||
{
|
||||
plant.GetComponent<Plant>().Step(dTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -183,6 +183,7 @@ MonoBehaviour:
|
||||
nutrientCont: {fileID: 23266656}
|
||||
plantCont: {fileID: 23266655}
|
||||
ground: {fileID: 237381106}
|
||||
speedOfStep: 3.84
|
||||
--- !u!4 &23266658
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -192,7 +193,7 @@ Transform:
|
||||
m_GameObject: {fileID: 23266654}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 429.55267, y: 0, z: 320.2245}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
|
||||
Reference in New Issue
Block a user