/// <summary>
 /// Flocking behaviour for constructor
 /// </summary>
 /// <param name="boid">Reference to boid</param>
 public FlockingBehaviour(Boid boid)
 {
     this.MaxForce = 0.05f;
     this.VelocityDamping = 1f;
     this.SeparationFactor = 1.5f;
     this.Boid = boid;
     this.environmentManager = EnvironmentManager.Shared();
 }
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        /// <summary>
        /// Creates new mind object for <paramref name="boid"/>
        /// </summary>
        /// <param name="boid"></param>
        public Mind(Boid boid)
        {
            this.boid = boid;

            drinkNeed = new Need(MindState.Thirsty, Random.Range(0.1f, boid.Properties.DrinkNeedRate));
            toiletNeed = new Need(MindState.Incontenent, Random.Range(0.1f, boid.Properties.ToiletNeedRate));
            danceNeed = new Need(MindState.Dancey, Random.Range(0.1f, boid.Properties.DanceNeedRate));

            desireNeeds();
            CurrentNeed = danceNeed;
            startNewProcess(evaluatePriorities());
        }
 /// <summary>
 /// Is a boid within view of the current boid
 /// </summary>
 /// <param name="otherBoid">Another boid</param>
 /// <returns>Is <paramref name="otherBoid"/> within view</returns>
 private bool isWithinView(Boid otherBoid)
 {
     Vector3 boidPosition = Boid.Position;
     Vector3 otherBoidPosition = otherBoid.Position;
     float distance = Vector3.Distance(boidPosition, otherBoidPosition);
     return (distance < Boid.ViewingDistance) && distance != 0;
 }
 /// <summary>
 /// Finds the direction to steer in relation to another <paramref name="otherBoid"/>
 /// </summary>
 /// <param name="otherBoid">Another boid</param>
 /// <returns>Result acceleration</returns>
 private Vector3 calculateSteeringDirection(Boid otherBoid)
 {
     Vector3 steeringDirection = Vector3.zero;
     float distance = Vector3.Distance(Boid.Position, otherBoid.Position);
     if (distance < Boid.MinimumDistance) {
         Vector3 difference = Boid.Position - otherBoid.Position;
         difference.Normalize();
         difference /= distance; //weight by distance
         steeringDirection += difference;
     }
     return steeringDirection;
 }
 /// <summary>
 /// Creates a new Line of sight goal seeking behaviour
 /// </summary>
 /// <param name="boid">the boid who the behaviour belongs to</param>
 public LineOfSightGoalSeekingBehaviour(Boid boid)
     : base(boid)
 {
 }