Example #1
0
    /// <summary>
    /// Swim between random positions
    /// </summary>
    private void Swim()
    {
        // If it's time for the next action, pick a new speed and destination
        // Else, swim toward the destination
        if (Time.fixedTime >= nextActionTime)
        {
            // Randomize the speed
            randomizedSpeed = fishSpeed * UnityEngine.Random.Range(.5f, 1.5f);

            // Pick a random target
            targetPosition = PenguinArea.ChooseRandomPosition(transform.parent.position, 100f, 260f, 2f, 13f);

            // Rotate toward the target
            transform.rotation = Quaternion.LookRotation(targetPosition - transform.position, Vector3.up);

            // Calculate the time to get there
            float timeToGetThere = Vector3.Distance(transform.position, targetPosition) / randomizedSpeed;
            nextActionTime = Time.fixedTime + timeToGetThere;
        }
        else
        {
            // Make sure that the fish does not swim past the target
            Vector3 moveVector = randomizedSpeed * transform.forward * Time.fixedDeltaTime;
            if (moveVector.magnitude <= Vector3.Distance(transform.position, targetPosition))
            {
                transform.position += moveVector;
            }
            else
            {
                transform.position = targetPosition;
                nextActionTime     = Time.fixedTime;
            }
        }
    }
    private void Swim()
    {
        if (Time.fixedTime >= nextActionTime)
        {
            randomizedSpeed = fishSpeed * UnityEngine.Random.Range(0.5f, 1.5f);

            targetPosition = PenguinArea.ChooseRandomPosition(transform.parent.position, 100f, 260f, 2f, 13f);

            transform.rotation = Quaternion.LookRotation(targetPosition - transform.position, Vector3.up);

            float timeToGetThere = Vector3.Distance(transform.position, targetPosition) / randomizedSpeed;
            nextActionTime = Time.fixedTime + timeToGetThere;
        }
        else
        {
            Vector3 moveVector = randomizedSpeed * transform.forward * Time.fixedDeltaTime;
            if (moveVector.magnitude <= Vector3.Distance(transform.position, targetPosition))
            {
                transform.position += moveVector;
            }
            else
            {
                transform.position = targetPosition;
                nextActionTime     = Time.fixedTime;
            }
        }
    }
Example #3
0
 private void Swim()
 {
     if (Time.fixedTime >= nextActionTime)
     {
         // randomised the speed
         randomisedSpeed = fishSpeed * UnityEngine.Random.Range(.5f, 1.5f);
         // pic the target position
         targetPosition = PenguinArea.ChooseRandomPosition(transform.parent.position, 260f, 100f, 13f, 2f);
         //Rotate the target
         transform.rotation = Quaternion.LookRotation(targetPosition - transform.position, Vector3.up);
         // calculate time to get there
         float timeToGetThere = Vector3.Distance(transform.position, targetPosition) / randomisedSpeed;
         nextActionTime = Time.fixedTime + timeToGetThere;
     }
     else
     {
         // Make sure that the fish does not past the target
         Vector3 moveVector = randomisedSpeed * Time.fixedDeltaTime * transform.forward;
         if (moveVector.magnitude <= Vector3.Distance(transform.position, targetPosition))
         {
             transform.position += moveVector;
         }
         else
         {
             transform.position = targetPosition;
             nextActionTime     = Time.fixedTime;
         }
     }
 }
Example #4
0
    private void Swim()
    {
        if (Time.fixedTime >= timeNextAction)
        {
            // Randomize the speed.
            speedRandomized = speedFish * UnityEngine.Random.Range(0.5f, 1.5f);

            // Pick a random target.
            positionTarget = PenguinArea.ChooseRandomPosition(transform.parent.position, 100.0f, 260.0f, 2.0f, 13.0f);

            // Rotate toward the target.
            transform.rotation = Quaternion.LookRotation(positionTarget - transform.position, Vector3.up);

            // Calculate the time to get there.
            float timeToGetThere = Vector3.Distance(transform.position, positionTarget) / speedRandomized;
            timeNextAction = Time.fixedTime + timeToGetThere;
        }
        else
        {
            // Make sure that the fish does not swim past the target.
            Vector3 moveVector = speedRandomized * transform.forward * Time.fixedDeltaTime;
            if (moveVector.magnitude <= Vector3.Distance(transform.position, positionTarget))
            {
                transform.position += moveVector;
            }
            else
            {
                transform.position = positionTarget;
                timeNextAction     = Time.fixedTime;
            }
        }
    }
Example #5
0
    /// <summary>
    /// Nada entre posições aleatorias
    /// </summary>
    private void Swim()
    {
        //Se for a hora para proxima ação, pega uma nova velocidade e destino
        //Senão nada para o destino

        if (Time.fixedTime >= nextActionTime)
        {
            //Velocidade aleatoria
            randomizedSpeed = fishSpeed * UnityEngine.Random.Range(.5f, 1.5f);


            //Pega um algo aleatorio
            targetPosition = PenguinArea.ChooseRandomPosition(transform.parent.position, 100f, 260f, 2f, 13f);


            //Rotaciona em direção ao alvo
            transform.rotation = Quaternion.LookRotation(targetPosition - transform.position, Vector3.up);


            //Calcula o tempo para chegar lá
            float timeToGetThere = Vector3.Distance(transform.position, targetPosition) / randomizedSpeed;
            nextActionTime = Time.fixedTime + timeToGetThere;
        }
        else
        {
            //Garante que o peixe não nade alem do alvo
            Vector3 moveVector = randomizedSpeed * transform.forward * Time.fixedDeltaTime;
            if (moveVector.magnitude <= Vector3.Distance(transform.position, targetPosition))
            {
                transform.position += moveVector;
            }
            else
            {
                transform.position = targetPosition;
                nextActionTime     = Time.fixedTime;
            }
        }
    }