/// <summary> /// Prompts the flocks to calculate their centroid and flock direction, /// adjusts the camera as necessary in reaction to user input. /// </summary> void Update() { if (wolves != null && wolves.NumFlockers != 0) { wolves.CalcCentroid(); wolves.CalcFlockDirection(); } foreach (Flock flock in herds) { flock.CalcCentroid(); flock.CalcFlockDirection(); } //for switching cameras if (Input.GetKeyDown(KeyCode.C)) { if (myCamera.enabled) { myCamera.enabled = false; Camera.main.enabled = true; } else { myCamera.enabled = true; Camera.main.enabled = false; } } if (Input.GetKey(KeyCode.RightArrow)) { myCamera.transform.position = new Vector3(myCamera.transform.position.x + 1, myCamera.transform.position.y, myCamera.transform.position.z); } if (Input.GetKey(KeyCode.LeftArrow)) { myCamera.transform.position = new Vector3(myCamera.transform.position.x - 1, myCamera.transform.position.y, myCamera.transform.position.z); } if (Input.GetKey(KeyCode.DownArrow)) { myCamera.transform.position = new Vector3(myCamera.transform.position.x, myCamera.transform.position.y, myCamera.transform.position.z - 1); } if (Input.GetKey(KeyCode.UpArrow)) { myCamera.transform.position = new Vector3(myCamera.transform.position.x, myCamera.transform.position.y, myCamera.transform.position.z + 1); } }