Files
EcoSim/Assets/GameAssets/Scripts/Plant.cs
T
Alex 6632f02d1c Updated plant behavior
V1- Don't like how the variables are interacting. Will be rewriting plant behavior.
2025-08-09 20:31:25 -07:00

140 lines
4.2 KiB
C#

using UnityEditor;
using UnityEngine;
public class Plant : MonoBehaviour
{
public float healthMax;
public float healthCurrent;
public float nutrientNeed;
public float growthRate;
public float nutrientsConsumed;
public float nutrientsRequiredStep;
public float size;
public float reproductionChance;
public float reproductionDist;
public bool isReproducing;
public float childXPos;
public float childYPos;
public bool isAlive;
public GameObject visualPrefab;
public GameObject visual;
public float availNutrients;
public void SetVisual(GameObject visualPrefab)
{
this.visualPrefab = visualPrefab;
}
public void SetValues(float healthMax, float nutrientNeed, float growthRate)
{
this.healthMax = healthMax;
this.nutrientNeed = nutrientNeed;
this.growthRate = growthRate;
reproductionChance = 1;
reproductionDist = Random.Range(1f, 500f);
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void Start()
{
visual = Instantiate(visualPrefab, transform);
healthCurrent = healthMax;
nutrientsConsumed = 0;
isAlive = true;
isReproducing = false;
size = 1f;
}
// Update is called once per frame
void Update()
{
}
public void Step(float dTime)
{
Terrain terrain = Core.instance.ground;
NutrientController nutrientCont = Core.instance.nutrientCont;
float xBound = terrain.terrainData.size.x;
float yBound = terrain.terrainData.size.z;
float x = transform.position.x / xBound;
float y = transform.position.z / yBound;
//availNutrients = nutrientCont.GetAvailNutrients(x, y, size);
nutrientsRequiredStep = Mathf.Pow(size, 2f) * nutrientNeed * dTime;
float nutrientDeficit = nutrientCont.PlantNutrientUse(x, y, size, nutrientsRequiredStep);
if (nutrientDeficit > 0)
{
healthCurrent -= nutrientDeficit;
nutrientsConsumed += (nutrientsRequiredStep - nutrientDeficit);
}
else
{
float adjustedGrowth = (growthRate * 1.5f) / size;
size += adjustedGrowth * dTime;
if(visual != null)
{
visual.transform.localScale = new Vector3(size, size, size);
}
nutrientsConsumed += nutrientsRequiredStep;
}
if (healthCurrent <= 0)
{
nutrientCont.AddNutrients(x, y, (nutrientsConsumed * 0.9f), size);
isAlive = false;
}
float reproRoll = Random.Range(0.0f, 1f);
if(reproRoll > 1 - (reproductionChance * dTime))
{
float direction;
float xOffset;
float yOffset;
int counter = 0;
do
{
direction = Random.Range(0f, 360f);
xOffset = (reproductionDist + Random.Range(-0.1f * reproductionDist, 0.1f * reproductionDist)) * Mathf.Cos(direction * Mathf.Deg2Rad);
yOffset = (reproductionDist + Random.Range(-0.1f * reproductionDist, 0.1f * reproductionDist)) * Mathf.Sin(direction * Mathf.Deg2Rad);
childXPos = transform.position.x + xOffset;
childYPos = transform.position.y + yOffset;
counter++;
if(counter >= 50)
{
return;
}
} while (childXPos > xBound || childXPos < 0 || childYPos > yBound || childYPos < 0);
isReproducing = true;
}
}
public void childMade()
{
childXPos = 0;
childYPos = 0;
isReproducing = false;
}
private void OnDrawGizmos()
{
Vector3 camPos = SceneView.currentDrawingSceneView.camera.transform.position;
if(Vector3.Distance(camPos, this.transform.position) > 15 * visual.transform.localScale.x)
{
return;
}
GUIStyle big = new GUIStyle();
big.fontSize = 50;
big.normal.textColor = Color.purple;
Handles.Label(transform.position, $"Health: {healthCurrent}\nSize: {size}\nnRequired: {nutrientsRequiredStep}", big);
}
}