public Boid() { TurnOffAll(); drawGizmos = false; drawForces = false; drawVectors = false; drawNeighbours = false; applyBanking = true; flock = null; // Set default values force = Vector3.zero; velocity = Vector3.zero; mass = 1.0f; damping = 0.01f; radius = 5.0f; forceMultiplier = 1.0f; timeMultiplier = 1.0f; neighbourDistance = 10.0f; calculationMethod = CalculationMethods.WeightedTruncatedRunningSumWithPrioritisation; seekTargetPos = Vector3.zero; seekWeight = 1.0f; fleeWeight = 1.0f; fleeTarget = null; fleeRange = 100.0f; arriveSlowingDistance = 15.0f; arriveDeceleration = 0.9f; arriveTargetPos = Vector3.zero; arriveWeight = 1.0f; wanderRadius = 10.0f; wanderDistance = 15.0f; wanderJitter = 20.0f; wanderWeight = 1.0f; wanderNoiseX = 0; wanderNoiseDelta = 0.01f; cohesionWeight = 1.0f; separationWeight = 1.0f; alignmentWeight = 1.0f; obstacleAvoidanceWeight = 1.0f; minBoxLength = 50.0f; followPathWeight = 1.0f; pursuitWeight = 1.0f; pursuitTarget = null; evadeTarget = null; evadeWeight = 1.0f; interposeWeight = 1.0f; hideWeight = 1.0f; planeAvoidanceWeight = 1.0f; offsetPursuitTarget = null; offsetPursuitWeight = 1.0f; sphereCentre = Vector3.zero; sphereConstrainWeight = 1.0f; sphereRadius = 1000.0f; randomWalkWeight = 1.0f; randomWalkCenter = Vector3.zero; randomWalkRadius = 500.0f; randomWalkKeepY = false; randomWalkForce = Vector3.zero; randomWalkWait = 5.0f; maxSpeed = 20; maxForce = 10; sceneAvoidanceEnabled = true; sceneAvoidanceWeight = 1.0f; sceneAvoidanceFeelerDepth = 30.0f; }