public Boid InstantiateBoid(Vector3 position, bool isFish = false) { Boid boid = Instantiate(boidPrefab, position, Quaternion.identity, boidsParent).GetComponent <Boid>(); Boids.Add(boid); boid.Index = Boids.IndexOf(boid); boid.IsFish = isFish; return(boid); }
// Spawns Scalable Boids protected void SpawnBoid() { Vector3 size = BoidSpawner.transform.localScale; Vector3 position = BoidSpawner.transform.position + new Vector3(Random.Range(-size.x / 2, size.x / 2), Random.Range(-size.y / 2, size.y / 2), 0); GameObject temp = Instantiate(BoidPrefab, position, BoidSpawner.transform.rotation); temp.GetComponent <PathFollow>().path = Path.GetComponent <PathPlacer>().path; Boids.Add(temp); }
// Spawns Scalable Boids protected void SpawnBoid() { Vector3 size = BoidSpawner.transform.localScale; Vector3 position = BoidSpawner.transform.position + new Vector3(Random.Range(-size.x / 2, size.x / 2), Random.Range(-size.y / 2, size.y / 2), 0); GameObject temp = Instantiate(BoidPrefab, position, BoidSpawner.transform.rotation); temp.GetComponent <PathFollow>().path = Path.GetComponent <PathPlacer>().path; foreach (GameObject Boid in Boids) { Boid.GetComponent <Separate>().targets.Add(temp.GetComponent <NPCController>()); temp.GetComponent <Separate>().targets.Add(Boid.GetComponent <NPCController>()); } Boids.Add(temp); }
private void Init() { ResourceManager.LoadShader("shaders/textured.vert", "shaders/textured.frag", "textured"); ResourceManager.LoadShader("shaders/normal.vert", "shaders/normal.frag", "normal"); ResourceManager.LoadShader("shaders/normal2.vert", "shaders/normal2.frag", "normal2"); ResourceManager.LoadShader("shaders/light.vert", "shaders/light.frag", "light"); ResourceManager.LoadShader("shaders/shadow.vert", "shaders/shadow.frag", "shadow"); List <Model> boidModels = new List <Model>(); for (int i = 10; i < 50; i++) { boidModels.Add(ResourceManager.LoadModel("resources/objects/fish/fish_0000" + i + ".obj", "fish_0000" + i)); } Model towerModel = ResourceManager.LoadModel("resources/objects/ship/ship.obj", "tower"); Model floorModel = ResourceManager.LoadModel("resources/objects/floor/floor.obj", "floor"); Model sunModel = ResourceManager.LoadModel("resources/objects/other/sphere.obj", "sun"); Model weedModel = ResourceManager.LoadModel("resources/objects/weed/weed.obj", "weed"); Renderer3D = new Renderer3D(); Tower = new Tower(towerModel, Vector3.Zero, 1, 2); Floor = new EngineObject() { Model = floorModel, Position = new Vector3(Vector3.Zero) { Y = GroundLevel }, Size = new Vector3(GroundSize, 1, GroundSize) }; Sun = new EngineObject() { Model = sunModel, Position = new Vector3(200, 1.5f * MaxHeight, -1100), Size = Vector3.One * 200 }; Tower.Position += new Vector3(0, Tower.Size.Y + GroundLevel, 0); EngineObjects.Add(Tower); EngineObjects.Add(Floor); LeaderBoid = new Boid(boidModels[0], GetRandomPosition(), Vector3.One * 30, GetRandomPosition()); EngineObjects.Add(LeaderBoid); for (int i = 0; i < 50; i++) { Boids.Add(new Boid(boidModels[0], GetRandomPosition(), Vector3.One * Utils.Random.Next(10, 16), GetRandomDir())); } for (int i = 0; i < 100; i++) { var size = new Vector3(30000, Utils.Random.Next(20, 50) * 1000, 30000); var weed = new EngineObject() { Model = weedModel, Size = size, Position = new Vector3(GetRandomPosition(GroundSize)) { Y = GroundLevel } }; EngineObjects.Add(weed); } UpdateFlockMiddle(); EngineObjects.AddRange(Boids); Camera = new Camera(GetRandomPosition()); var underwater = ResourceManager.LoadSound("resources/sounds/underwater.mp3", "underwater", true); SoundEngine.Instance.PlaySound(underwater); }
protected override void OnKeyDown(KeyboardKeyEventArgs e) { base.OnKeyDown(e); // Move the camera when in free mode if (e.Key == Key.I) { Camera.ProcessKeyboard(CameraMovement.FORWARD, deltaTime); } if (e.Key == Key.K) { Camera.ProcessKeyboard(CameraMovement.BACKWARD, deltaTime); } if (e.Key == Key.J) { Camera.ProcessKeyboard(CameraMovement.LEFT, deltaTime); } if (e.Key == Key.L) { Camera.ProcessKeyboard(CameraMovement.RIGHT, deltaTime); } // change camera type if (e.Key == Key.Number1) { Camera.SetCameraType(CameraType.Behind); } if (e.Key == Key.Number2) { Camera.SetCameraType(CameraType.Parallel); } if (e.Key == Key.Number3) { Camera.SetCameraType(CameraType.Tower); } if (e.Key == Key.Number4) { Camera.SetCameraType(CameraType.Free); } // add boids/increase boid speed if (e.Key == Key.Plus) { if (e.Shift) { Boid.MAX_SPEED = Math.Min(800, Boid.MAX_SPEED + 10); // keeping max speed sane if (!autoPilot) { LeaderBoid.Velocity = LeaderBoid.Velocity.Normalized() * Boid.MAX_SPEED; } } else { Boid b = new Boid(ResourceManager.GetModel("fish_000010"), GetRandomPosition(), Vector3.One * Utils.Random.Next(10, 16), GetRandomDir()); Boids.Add(b); EngineObjects.Add(b); } } //remove boids/decrease boid speed if (e.Key == Key.Minus) { if (e.Shift) { Boid.MAX_SPEED = Math.Max(50, Boid.MAX_SPEED - 10); // speeds lower than 50 start to get weird if (!autoPilot) { LeaderBoid.Velocity = LeaderBoid.Velocity.Normalized() * Boid.MAX_SPEED; } } else if (Boids.Count > 3) { int i = Utils.Random.Next(Boids.Count); EngineObject b = Boids[i]; Boids.Remove(b); EngineObjects.Remove(b); } } // toggle light mode // can mess up with shadows if (e.Key == Key.T) { directionalLight = !directionalLight; } // enable/disable fog if (e.Key == Key.F) { fogEnabled = !fogEnabled; } // move light source, mostly for testing if (e.Key == Key.Left) { Sun.Position -= Vector3.UnitZ * 50; } if (e.Key == Key.Right) { Sun.Position += Vector3.UnitZ * 50; } if (e.Key == Key.Down) { Sun.Position -= Vector3.UnitY * 50; } if (e.Key == Key.Up) { Sun.Position += Vector3.UnitY * 50; } // enable/disable boid movement rules if (e.Key == Key.F1) { Boid.Sep = !Boid.Sep; } if (e.Key == Key.F2) { Boid.Coh = !Boid.Coh; } if (e.Key == Key.F3) { Boid.Ali = !Boid.Ali; } if (e.Key == Key.F4) { Boid.Goal = !Boid.Goal; } // move leader boid when autopilot is disabled if (!autoPilot) { if (e.Key == Key.W) { LeaderBoid.Velocity += LeaderBoid.Up * (Boid.MAX_SPEED / 20); } if (e.Key == Key.S) { LeaderBoid.Velocity -= LeaderBoid.Up * (Boid.MAX_SPEED / 20); } if (e.Key == Key.A) { LeaderBoid.Velocity -= LeaderBoid.Right * (Boid.MAX_SPEED / 20); } if (e.Key == Key.D) { LeaderBoid.Velocity += LeaderBoid.Right * (Boid.MAX_SPEED / 20); } } if (e.Key == Key.P) { // toggle auto/manual leader control if (e.Shift) { autoPilot = !autoPilot; } else { // pause/unpause if (State == GameState.Active) { State = GameState.Paused; } else { State = GameState.Active; } } } // quit if (e.Key == Key.Q || e.Key == Key.Escape) { Close(); } }
/// <summary> /// Adds a new randomized ship of type MovingObject. /// </summary> public void AddNewShip(Vector3 position) { Boids.Add(ShipFactory.Instance.GetAShipAroundLocation(position)); }