private void Start() { // Set variables squareMaxSpeed = maxSpeed * maxSpeed; squareNeighbourRadius = neighbourRadius * neighbourRadius; squareAvoidanceRadius = squareNeighbourRadius * avoidanceRadiusMultiplier * avoidanceRadiusMultiplier; // Instantiate Flock for (int i = 0; i < startingCount; i++) { FlockAgent newAgent = Instantiate( agentPrefab, transform.position + Random.insideUnitSphere * startingCount * AgentDensity, Random.rotation ); newAgent.name = "Agent " + (i + 1); newAgent.SetColor(Random.ColorHSV(0f, 1f, 0.5f, 1f, 0.5f, 1f, 0.04f, 0.04f)); newAgent.Flock = this; agents.Add(newAgent); } }
private void Start() { squareMaxSpeed = maxSpeed * maxSpeed; squareNeighborRadius = neighbornRadius * neighbornRadius; squareAvoidanceRadius = avoidanceRadiusMultiplayer * avoidanceRadiusMultiplayer * squareNeighborRadius; Vector2 offset = transform.position; for (int i = 0; i < amount; i++) { FlockAgent agent = Instantiate( prefab, (Random.insideUnitCircle * amount * agentDensity) + offset, Quaternion.Euler(new Vector3(0, 0, Random.Range(0, 360))), transform ); agent.name = "Agent" + i; agent.tag = agentColor.ToString(); agent.SetColor(agentColor); agents.Add(agent); } }