Exemple #1
0
    /**
     * Updates the boids according to certain rules.
     *
     */
    void Update()
    {
        // Boid handle
        Boid b;

        float angle;

        // Behaviour update loop
        for (int i = 0; i < numActiveBoids; i++)
        {
            b = boids[i];

            // Update position from game object location
            b._pos = new Vector2(boidGameObject[i].transform.position.x, boidGameObject[i].transform.position.y);

            // Store velocities generated from different rules
            velocitiesFromRules[(int)BehaviouralRules.seekGoal]      = adherences[(int)BehaviouralRules.seekGoal] == 0 || goalObj == null ? Vector2.zero : Behaviours.Rule_SeekGoal(b, goalObj.transform.position);
            velocitiesFromRules[(int)BehaviouralRules.avoidObstacle] = adherences[(int)BehaviouralRules.avoidObstacle] == 0 || obstacleObj == null ? Vector2.zero : Behaviours.Rule_AvoidObstacle(b, obstacleObj.transform.position);
            velocitiesFromRules[(int)BehaviouralRules.steerToMean]   = adherences[(int)BehaviouralRules.steerToMean] == 0                        ? Vector2.zero : Behaviours.Rule_SteerToMean(b, boids, numActiveBoids);
            velocitiesFromRules[(int)BehaviouralRules.avoidCrowding] = adherences[(int)BehaviouralRules.avoidCrowding] == 0                        ? Vector2.zero : Behaviours.Rule_AvoidCrowding(b, boids, numActiveBoids);


            for (int j = 0; j < (int)BehaviouralRules.SIZE; j++)
            {
                b._velocity += (velocitiesFromRules[j] * adherences[j]) * Time.deltaTime * 100;
            }


            LimitVelocity(ref b._velocity);

            boidGameObject[i].gameObject.transform.Translate(b._velocity);

            // Keeps boids within the screen
            StayWithinLimits(ref b);


            // Get angle from velocity
            angle = Mathf.Atan2(b._velocity.y, b._velocity.x) * Mathf.Rad2Deg - 90;

            Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);

            // Rotate sprite according to velocity, with smoothing
            float smoothing = .2f; // 1 - No smoothing, 0 - Infinite
            b._sprite.transform.rotation = Quaternion.Slerp(b._sprite.transform.rotation, rotation, smoothing);
        }
    }