106 lines
4.1 KiB
C#
106 lines
4.1 KiB
C#
using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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public class PlantController : MonoBehaviour
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{
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[SerializeField] GameObject plantPrefab;
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[SerializeField] List<GameObject> plantModels;
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List<GameObject> plants;
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List<GameObject> plantQueue;
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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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plantQueue = new List<GameObject>();
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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 < 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(0.1f, 0.2f), Random.Range(1.5f, 5), Random.Range(0.25f, 0.5f));
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float x = Random.Range(0, xBound);
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float z = Random.Range(0, zBound);
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float y = terrain.SampleHeight(new Vector3(x, 0, z));
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Vector3 normal = terrain.terrainData.GetInterpolatedNormal(x / xBound, z / zBound);
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newPlant.transform.LookAt(normal);
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newPlant.transform.Rotate(new Vector3(90, 0, 0));
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Vector3 newPlantPos = new Vector3(x, y, z);
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newPlant.transform.position = newPlantPos;
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plants.Add(newPlant);
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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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float reproAvg = 0;
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for(int i = plants.Count - 1; i >= 0;i --)
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{
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GameObject currentPlant = plants[i];
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Plant plantI = currentPlant.GetComponent<Plant>();
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reproAvg += plantI.maxSize;
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if (!plantI.isAlive)
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{
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currentPlant.SetActive(false);
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plants.Remove(currentPlant);
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Destroy(currentPlant);
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}
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else
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{
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if(plantI.isReproducing)
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{
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if(plants.Count < 1000)
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{
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// Gather data and alter slightly
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float childGrowthRate = plantI.growthRate + Random.Range(-0.1f, 0.1f);
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float childMaxSize = plantI.maxSize + Random.Range(-0.1f, 0.1f);
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float childReproductionChance = plantI.reproductionChance + Random.Range(-0.01f, 0.01f);
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if (childReproductionChance > 1)
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{
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childReproductionChance = 1;
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}
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GameObject childVisualPrefab = plantI.visualPrefab;
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GameObject child = Instantiate(plantPrefab);
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child.GetComponent<Plant>().SetVisual(childVisualPrefab);
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child.GetComponent<Plant>().SetValues(childGrowthRate, childMaxSize, childReproductionChance);
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float x = Random.Range(0, xBound);
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float z = Random.Range(0, zBound);
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float y = terrain.SampleHeight(new Vector3(x, 0, z));
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Vector3 normal = terrain.terrainData.GetInterpolatedNormal(x / xBound, z / zBound);
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child.transform.LookAt(normal);
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child.transform.Rotate(new Vector3(90, 0, 0));
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Vector3 newPlantPos = new Vector3(x, y, z);
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child.transform.position = newPlantPos;
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plantQueue.Add(child);
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}
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plantI.isReproducing = false;
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}
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}
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}
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Debug.Log($"Max Size Avg = {reproAvg / plants.Count}");
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if(plantQueue.Count > 0)
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{
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plants.AddRange(plantQueue);
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plantQueue.Clear();
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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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foreach(GameObject plant in plants)
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{
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plant.GetComponent<Plant>().Step(dTime);
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}
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}
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}
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