Esempio n. 1
0
    // Start is called before the first frame update
    void Start()
    {
        square_Max_Speed     = Mathf.Pow(max_Speed, 2f);
        square_Neighbor_Rad  = Mathf.Pow(neighbor_Radius, 2f);
        square_Avoidance_Rad = square_Neighbor_Rad * avoidance_Rad_Mult * avoidance_Rad_Mult;

        for (int i = 0; i < spawn_Count; i++)
        {
            Sheep_Controller sheeb = Instantiate(sheebPrefab, Random.insideUnitCircle * spawn_Count * sheeb_Density, Quaternion.Euler(Vector3.forward * Random.Range(0f, 360f)), transform);
            sheeb.name = "Sheeb " + i;
            sheebs.Add(sheeb);

            switch (sheeb.tag)
            {
            case "Red_Sheeb":
                red_Sheeb_Count++;
                break;

            case "Blue_Sheeb":
                blue_Sheeb_Count++;
                break;

            case "Green_Sheeb":
                green_Sheeb_Count++;
                break;
            }
        }
    }
Esempio n. 2
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    public override Vector2 Calculate_Move(Sheep_Controller sheeb, List <Transform> context, Herd_Controller herd)
    {
        // If there are no neighbors, do not adjust
        if (context.Count == 0f)
        {
            return(Vector2.zero);
        }

        // Add points together and average
        Vector2 avoid_Move = Vector2.zero;
        int     n_Avoid    = 0;

        foreach (Transform thing in context)
        {
            if (Vector2.SqrMagnitude(thing.position - sheeb.transform.position) < herd.SquareAvoidRadius)
            {
                n_Avoid++;
                avoid_Move += (Vector2)(sheeb.transform.position - thing.position);
            }
        }

        if (n_Avoid > 0)
        {
            avoid_Move /= n_Avoid;
        }

        return(avoid_Move);
    }
Esempio n. 3
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    List <Transform> GetNearbyObjects(Sheep_Controller sheeb)
    {
        List <Transform> s_Context = new List <Transform>();

        Collider2D[] context_Cols = Physics2D.OverlapCircleAll(sheeb.transform.position, neighbor_Radius);

        foreach (Collider2D col in context_Cols)
        {
            if (col != sheeb.SheebCollider && col.gameObject.tag.Contains("Sheeb") && col.transform.parent == transform)
            {
                if (sheeb.gameObject.CompareTag("Red_Sheeb") && col.gameObject.tag.Contains("Red"))
                {
                    s_Context.Add(col.transform);
                }
                else if (sheeb.gameObject.CompareTag("Blue_Sheeb") && col.gameObject.tag.Contains("Blue"))
                {
                    s_Context.Add(col.transform);
                }
                else if (sheeb.gameObject.CompareTag("Green_Sheeb") && col.gameObject.tag.Contains("Green"))
                {
                    s_Context.Add(col.transform);
                }
            }
        }

        return(s_Context);
    }
Esempio n. 4
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    public override Vector2 Calculate_Move(Sheep_Controller sheeb, List <Transform> context, Herd_Controller herd)
    {
        // Handle mismatched data
        if (weights.Length != behaviors.Length)
        {
            Debug.LogError("Data mismatch");
            return(Vector2.zero);
        }

        // Set up move
        Vector2 move = Vector2.zero;

        for (int i = 0; i < behaviors.Length; i++)
        {
            Vector2 partial_Move = behaviors[i].Calculate_Move(sheeb, context, herd) * weights[i];

            if (partial_Move != Vector2.zero)
            {
                if (partial_Move.sqrMagnitude > weights[i] * weights[i])
                {
                    partial_Move.Normalize();
                    partial_Move *= weights[i];
                }

                move += partial_Move;
            }
        }

        return(move);
    }
Esempio n. 5
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    public override Vector2 Calculate_Move(Sheep_Controller sheeb, List <Transform> context, Herd_Controller herd)
    {
        // If there are no neighbors, do not adjust
        if (context.Count == 0f)
        {
            return(sheeb.transform.up);
        }

        // Add points together and average
        Vector2 align_Move = Vector2.zero;

        foreach (Transform thing in context)
        {
            align_Move += (Vector2)thing.transform.up;
        }

        align_Move /= context.Count;

        return(align_Move);
    }
Esempio n. 6
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    public void Spawn_Sheeb(Vector2 position)
    {
        Sheep_Controller sheeb = Instantiate(sheebPrefab, position, Quaternion.Euler(Vector3.forward * Random.Range(0f, 360f)), transform);

        sheebs.Add(sheeb);

        // Randomly determine the sheeb's tag and color
        switch (Random.Range(0, 3))
        {
        case 0:
            sheeb.tag = "Red_Sheeb";
            sheeb.GetComponentInChildren <SpriteRenderer>().color = new Color32(255, 102, 102, 255);
            break;

        case 1:
            sheeb.tag = "Blue_Sheeb";
            sheeb.GetComponentInChildren <SpriteRenderer>().color = new Color32(102, 214, 255, 255);
            break;

        case 2:
            sheeb.tag = "Green_Sheeb";
            GetComponentInChildren <SpriteRenderer>().color = new Color32(102, 255, 110, 255);
            break;
        }

        switch (sheeb.tag)
        {
        case "Red_Sheeb":
            red_Sheeb_Count++;
            break;

        case "Blue_Sheeb":
            blue_Sheeb_Count++;
            break;

        case "Green_Sheeb":
            green_Sheeb_Count++;
            break;
        }
    }
Esempio n. 7
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    public override Vector2 Calculate_Move(Sheep_Controller sheeb, List <Transform> context, Herd_Controller herd)
    {
        // If there are no neighbors, do not adjust
        if (context.Count == 0f)
        {
            return(Vector2.zero);
        }

        // Add points together and average
        Vector2 coh_Move = Vector2.zero;

        foreach (Transform thing in context)
        {
            coh_Move += (Vector2)thing.position;
        }

        coh_Move /= context.Count;

        // Offset
        coh_Move -= (Vector2)sheeb.transform.position;

        return(coh_Move);
    }
Esempio n. 8
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 public abstract Vector2 Calculate_Move(Sheep_Controller sheeb, List <Transform> context, Herd_Controller herd);