public void Init(cellScript cell)
    {
        base.Init();
        segController = GameObject.FindObjectOfType <SegregationController>();

        currentCell             = cell;
        this.transform.position = cell.transform.position;
        currentCell.isOccupied  = true;
        currentCell.occupier    = this;

        this.transform.localScale = Vector3.one * segController.cellSizeInGameWorld;

        agentType = SegregationUtilities.agentType.RED;
        // if(Random.Range(0f,1.0f) < 0.5f){
        if (segController.rand.NextDouble() < 0.5f)
        {
            agentType = SegregationUtilities.agentType.GREEN;
        }

        if (agentType == SegregationUtilities.agentType.RED)
        {
            GetComponent <Renderer>().material.color = Color.red;
        }
        else
        {
            GetComponent <Renderer>().material.color = Color.green;
        }

        CreateStepper(FindNeighbours, 2, 100);
        CreateStepper(CheckNeighbourhoodIsOK, 2, 200);
        CreateStepper(Move, 2, 300, 1);
    }
Esempio n. 2
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    private cellScript CheckCell(Vector3 direction)
    {
        Vector3 halfExtents      = new Vector3(1f, 1f, 1f);
        Vector3 wallDetectionBox = new Vector3(0.25f, 0.25f, 0.25f);

        Collider[] colliders = Physics.OverlapBox(transform.position + direction * 3, halfExtents);

        foreach (var collider in colliders)
        {
            cellScript cell = collider.GetComponent <cellScript>();
            if (cell != null)
            {
                Vector3 middle = (transform.position + cell.transform.position) / 2;
                if (Physics.OverlapBox(middle + Vector3.up * 2, wallDetectionBox).Length > 0)
                {
                    neighbors.Add(cell, false);
                }
                else
                {
                    neighbors.Add(cell, true);
                }
            }

            return(cell);
        }

        return(null);
    }
Esempio n. 3
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    public void UpdateCurrentCell()
    {
        Vector3 halfExtents = new Vector3(1f, 1f, 1f);

        Collider[] colliders = Physics.OverlapBox(transform.position + Vector3.down * 3, halfExtents);

        current = colliders[0].GetComponent <cellScript>();
    }
    void GenerateAgents()
    {
        int envCapacity = environmentExtents.x * environmentExtents.y * environmentExtents.z;
        int numAgents   = Mathf.CeilToInt(envCapacity * agentPopulationPerc);

        for (int i = 0; i < numAgents; i++)
        {
            GameObject       a    = Instantiate(agentPf);
            SegregationAgent sa   = a.GetComponent <SegregationAgent>();
            cellScript       cell = FindFreeCell();

            sa.Init(cell);
        }
    }
    public cellScript FindFreeCell()
    {
        // cellScript cs = cells[Random.Range(0,cells.Length)];

        // while(cs.isOccupied){
        //     cs = cells[Random.Range(0,cells.Length)];
        // }
        // return (cs);

        cellScript cs = cells[rand.Next(cells.Length)];

        while (cs.isOccupied)
        {
            cs = cells[rand.Next(cells.Length)];
        }
        return(cs);
    }
    void Move()
    {
        if (needToMove)
        {
            cellScript newCell = segController.FindFreeCell();

            currentCell.isOccupied = false;
            currentCell.occupier   = null;

            this.transform.position = newCell.transform.position;

            currentCell            = newCell;
            currentCell.isOccupied = true;
            currentCell.occupier   = this;

            Color c = GetComponent <Renderer>().material.color;
            c.a = 0.6f;
            GetComponent <Renderer>().material.color = c;
        }
    }
Esempio n. 7
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    public Vector3 GetNextPosition(cellScript.Direction direction)
    {
        cellScript next = current.neighborInDirection[direction];

        // there is a cell in this direction, ok
        if (next != null)
        {
            // check if that cell is movable or not
            if (current.neighbors[next])
            {
                // if movable, then move
                // get x and z offset, y unchanged
                float   xoffset = next.transform.position.x - transform.position.x;
                float   zoffset = next.transform.position.z - transform.position.z;
                Vector3 motion  = new Vector3(xoffset, 0.0f, zoffset);
                return(transform.position + motion);
            }
            // else stay
        }
        return(NotMovable);
    }