Exemple #1
0
    public override Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint)
    {
        Vector3 desired_velocity = Vector3.zero;

        Vector3 nearestFoodPosition = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);

        if (food.Count <= 0)
        {
            return(Vector3.zero);
        }

        for (int i = 0; i < food.Count; i++)
        {
            float distActualNearest = Vector3.Distance(nearestFoodPosition, actualBoid.transform.position);
            float otherDist         = Vector3.Distance(food.ToArray()[i].transform.position, actualBoid.transform.position);

            if (otherDist < distActualNearest)
            {
                nearestFoodPosition = food.ToArray()[i].transform.position;
            }
        }

        Vector3 diff = nearestFoodPosition - actualBoid.transform.position;

        desired_velocity = diff.normalized * maxSpeed;

        return(desired_velocity - actualBoid.velocity);
    }
Exemple #2
0
    public override Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint)
    {
        Vector3 desired_velocity = Vector3.zero;
        int     nearUnitsCount   = 0;

        foreach (BOIDUnit b in nearUnits)
        {
            if (actualBoid == b)
            {
                continue;
            }

            Vector3 diff = actualBoid.transform.position - b.transform.position;
            float   dist = diff.magnitude;

            if (dist < radius)
            {
                nearUnitsCount++;
                desired_velocity += b.velocity;
            }
        }

        if (nearUnitsCount > 0)
        {
            desired_velocity /= nearUnitsCount;
            return(desired_velocity - actualBoid.velocity);
        }
        else
        {
            return(Vector3.zero);
        }
    }
Exemple #3
0
    public override Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint)
    {
        Vector3 desired_velocity = Vector3.zero;

        Vector3 diff = NextWaypoint - actualBoid.transform.position;

        desired_velocity = diff.normalized * maxSpeed;

        return(desired_velocity - actualBoid.velocity);
    }
Exemple #4
0
    public override Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint)
    {
        Vector3 desired_velocity = Vector3.zero;

        for (int i = 0; i < Menace.Count; i++)
        {
            Vector3 diff = actualBoid.transform.position - Menace[i].transform.position;
            float   dist = Vector3.Distance(actualBoid.transform.position, Menace[i].transform.position);

            if (dist < radius)
            {
                Vector3 desiredPosition = Menace[i].transform.position - actualBoid.transform.position;

                desired_velocity = (desiredPosition.normalized * maxSpeed) - actualBoid.velocity;

                return(desired_velocity * -1.0f);
            }
        }

        return(Vector3.zero);
    }
Exemple #5
0
    public override Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint)
    {
        Vector3 desired_velocity = Vector3.zero;
        float   nearUnitsCount   = 0;

        if (nearUnits.Count > 0)
        {
            foreach (BOIDUnit b in nearUnits)
            {
                if (b == actualBoid)
                {
                    continue;
                }

                Vector3 diff = actualBoid.transform.position - b.transform.position;
                float   dist = /*diff.magnitude*/ Vector3.Distance(actualBoid.transform.position, b.transform.position);



                if (dist < radius)
                {
                    nearUnitsCount++;
                    if (dist > 0)
                    {
                        desired_velocity += diff.normalized / /*Mathf.Pow(dist, 2)*/ dist;
                    }
                }
            }
        }
        if (nearUnitsCount > 0)
        {
            return(desired_velocity * maxSpeed);
        }
        else
        {
            return(new Vector3(0, 0, 0));
        }
    }
Exemple #6
0
    public override Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint)
    {
        Vector3 desired_velocity = Vector3.zero;

        float nearUnitsCount = 0;

        if (nearUnits.Count > 0)
        {
            foreach (BOIDUnit b in nearUnits)
            {
                if (b == actualBoid)
                {
                    continue;
                }

                var   diff = actualBoid.transform.position - b.transform.position;
                float dist = diff.magnitude;

                if (dist < radius)
                {
                    nearUnitsCount++;
                    desired_velocity += b.transform.position;
                }
            }
        }

        if (nearUnitsCount > 0)
        {
            desired_velocity /= nearUnitsCount;
            //desired_velocity -= actualBoid.transform.position;
            //desired_velocity = desired_velocity.normalized * maxSpeed;
            return(desired_velocity /*- actualBoid.velocity*/);
        }
        else
        {
            return(new Vector3(0, 0, 0));
        }
    }
Exemple #7
0
 public abstract Vector3 GetForce(List <BOIDUnit> nearUnits, BOIDUnit actualBoid, float maxSpeed, List <GameObject> foodList, List <GameObject> menaceList, Vector3 NextWaypoint);