void spawnAgent(Vector3 pos, string name) { FlockAgent newAgent = Instantiate( agentPrefab, pos, quaternion.Euler(Vector3.up * Random.Range(0f, 360f)), transform ); newAgent.name = name; newAgent.initialize(this); agents.Add(newAgent); }
// Start is called before the first frame update void Start() { squareMaxspeed = maxSpeed * maxSpeed; squareNeighbourRaduius = neighbourRadius * neighbourRadius; squareAvoidanceRadius = squareNeighbourRaduius * avoidanceRadiusMultiplier * avoidanceRadiusMultiplier; for (int i = 0; i < startingCount; i++) { FlockAgent newAgent = Instantiate(agentPrefab, Random.insideUnitCircle * startingCount * agentDensity, Quaternion.Euler(Vector3.forward * Random.Range(0f, 360f)) , this.transform); newAgent.name = "Agent " + i; newAgent.initialize(this); agents.Add(newAgent); } }
public void restart() { for (int i = 0; i < startingCount; i++) { FlockAgent NewAgent = Instantiate( agentPrefab, (Random.insideUnitCircle * startingCount * AgentDenstity * 2), Quaternion.Euler(Vector3.forward * Random.Range(0, 360)), transform ); NewAgent.name = "Agent" + i; //Now it knows what flock it belong to NewAgent.initialize(this); agents.Add(NewAgent); } }
// Start is called before the first frame update void Start() { squareMaxSpeed = maxSpeed * maxSpeed; squareNeighborRadius = neighborRadius * neighborRadius; squareAvoidRadius = squareNeighborRadius * avoidRadiusMultip * avoidRadiusMultip; //init the flock in random rotations and positions //add then to the flcok array for (int i = 0; i < startingCount; i++) { FlockAgent newAgent = Instantiate( agentPrefab, Random.insideUnitSphere * startingCount * AgentDensity, Quaternion.Euler(Vector3.one * Random.Range(0, 360f)), transform ); newAgent.name = "Agent " + i; newAgent.initialize(this); agents.Add(newAgent); } }
// Start is called before the first frame update void Start() { squareMaxSpeed = maxSpeed * maxSpeed; squareNeighborRadius = neighborRadius * neighborRadius; squareAvoidanceRadius = squareNeighborRadius * avoidanceRadiusMultiplier * avoidanceRadiusMultiplier; for (int i = 0; i < startingCount; i++) { FlockAgent NewAgent = Instantiate( agentPrefab, (Random.insideUnitCircle * startingCount * AgentDenstity * 2), Quaternion.Euler(Vector3.forward * Random.Range(0, 360)), transform ); NewAgent.name = "Agent" + i; //Now it knows what flock it belong to NewAgent.initialize(this); agents.Add(NewAgent); } }