Files
EcoSim/Assets/GameAssets/Scripts/PlantController.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

89 lines
3.3 KiB
C#

using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class PlantController : MonoBehaviour
{
[SerializeField] GameObject plantPrefab;
[SerializeField] List<GameObject> plantModels;
List<GameObject> plants;
float xBound;
float zBound;
Terrain terrain;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
plants = new List<GameObject>();
terrain = Core.instance.ground;
xBound = terrain.GetComponent<Terrain>().terrainData.size.x;
zBound = terrain.GetComponent<Terrain>().terrainData.size.z;
for (int i = 0; i < 100; i++)
{
GameObject newPlant = Instantiate(plantPrefab);
newPlant.GetComponent<Plant>().SetVisual(plantModels[Random.Range(0, plantModels.Count - 1)]);
newPlant.GetComponent<Plant>().SetValues(Random.Range(10f, 100f), Random.Range(0.5f, 1f), Random.Range(0.1f, 0.25f));
float x = Random.Range(0, xBound);
float z = Random.Range(0, zBound);
float y = terrain.SampleHeight(new Vector3(x, 0, z));
Vector3 normal = terrain.terrainData.GetInterpolatedNormal(x / xBound, z / zBound);
newPlant.transform.LookAt(normal);
newPlant.transform.Rotate(new Vector3(90, 0, 0));
Vector3 newPlantPos = new Vector3(x, y, z);
newPlant.transform.position = newPlantPos;
plants.Add(newPlant);
}
}
// Update is called once per frame
void Update()
{
for(int i = 0; i < plants.Count; i ++)
{
GameObject currentPlant = plants[i];
Plant plantI = currentPlant.GetComponent<Plant>();
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);
}
}
}