public override Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint) { Vector3 velocity = Vector3.zero; Vector3 foodPosition = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); if (food.Count <= 0) { return(Vector3.zero); } for (int i = 0; i < food.Count; i++) { float distance = Vector3.Distance(foodPosition, actualBoid.transform.position); float otherDistance = Vector3.Distance(food.ToArray()[i].transform.position, actualBoid.transform.position); if (otherDistance < distance) { foodPosition = food.ToArray()[i].transform.position; } } Vector3 diff = foodPosition - actualBoid.transform.position; velocity = (diff.normalized * maxSpeed) - actualBoid.velocity; return(velocity); }
public override Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint) { Vector3 velocity = Vector3.zero; float nearUnitsCount = 0; if (nearUnits.Count > 0) { foreach (BoidUtil _boid in nearUnits) { if (_boid == actualBoid) { continue; } var difference = actualBoid.transform.position - _boid.transform.position; float distance = difference.magnitude; if (distance < radius) { nearUnitsCount++; velocity += _boid.transform.position; } } } return(nearUnitsCount > 0 ? (velocity / nearUnitsCount) : Vector3.zero); }
public override Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint) { Vector3 velocity = Vector3.zero; float nearUnitsCount = 0; if (nearUnits.Count > 0) { foreach (BoidUtil _boid in nearUnits) { if (_boid == actualBoid) { continue; } Vector3 difference = actualBoid.transform.position - _boid.transform.position; float distance = Vector3.Distance(actualBoid.transform.position, _boid.transform.position); if (distance < radius) { nearUnitsCount++; if (distance > 0) { velocity += difference.normalized / distance; } } } } return(nearUnitsCount > 0 ? velocity * maxSpeed : Vector3.zero); }
public override Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint) { Vector3 velocity = Vector3.zero; int unitsCount = 0; foreach (BoidUtil _boid in nearUnits) { if (actualBoid == _boid) { continue; } Vector3 diff = actualBoid.transform.position - _boid.transform.position; float distance = diff.magnitude; if (distance < radius) { unitsCount++; velocity += _boid.velocity; } } var result = (velocity / unitsCount) - actualBoid.velocity; return(unitsCount > 0 ? result : Vector3.zero); }
public override Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint) { Vector3 diff = NextWaypoint - actualBoid.transform.position; Vector3 velocity = (diff.normalized * maxSpeed) - actualBoid.velocity; return(velocity); }
public override Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> food, List <GameObject> Menace, Vector3 NextWaypoint) { Vector3 velocity = Vector3.zero; for (int i = 0; i < Menace.Count; i++) { Vector3 difference = actualBoid.transform.position - Menace[i].transform.position; float distance = Vector3.Distance(actualBoid.transform.position, Menace[i].transform.position); if (distance < radius) { Vector3 pos = Menace[i].transform.position - actualBoid.transform.position; velocity = ((pos.normalized * maxSpeed) - actualBoid.velocity) * -1.0f; return(velocity); } } return(Vector3.zero); }
public abstract Vector3 GetForce(List <BoidUtil> nearUnits, BoidUtil actualBoid, float maxSpeed, List <GameObject> foodList, List <GameObject> menaceList, Vector3 NextWaypoint);