public void onClick(string buttonTag) { targetObject.MoveToNewPosition(); FlockMode flockFromTag = (FlockMode)System.Enum.Parse(typeof(FlockMode), buttonTag, true); InitSimulation(flockFromTag); }
void InitSimulation(FlockMode flockMode) { if (flockMode == currentFlockMode) { return; } currentFlockMode = flockMode; switch (flockMode) { case FlockMode.LAZY: Debug.Log("Lazy Flock Mode"); targetObject.MoveToNewPosition(); break; case FlockMode.FOLLOW: Debug.Log("Follow Flock Mode"); break; case FlockMode.CIRCLE: Debug.Log("Circle Flock Mode"); targetObject.MoveToNextShapePosition(); break; } }
void SpawnAgent() { //Debug.LogError("f 1"); //if(stop) return; List <GameObject> list = objectArray.ToList(); //print(list.Count + " & " + stop); if (list.Count > 0 || stop) { return; } // //Debug.LogError("f 2"); // //if (objectArray.GetLength(0) > 0) return; // objectArray = new GameObject[numOject]; for (int i = 0; i < numOject; i++) { Vector3 randomPos = new Vector3(transform.position.x + 20, transform.position.y + 30, transform.position.z) + new Vector3(UnityEngine.Random.Range(-10, 10), UnityEngine.Random.Range(-10, 10), UnityEngine.Random.Range(-10, 10)); IDAgentStart++; objectArray[i] = Instantiate(ojectPrefab, randomPos, Quaternion.identity); objectArray[i].name = "Agent " + IDAgentStart; objectArray[i].GetComponent <FlockAgent>().SetFlockManager = this; objectArray[i].GetComponent <FlockAgent>().SetFlockID = this.flockID; objectArray[i].GetComponent <PhotonView>().ViewID = (IDAgentStart); //Debug.LogError("Agent " + IDAgentStart); //objectArray[i].transform.GetChild(2).GetChild(0).GetComponent<Radar>(); } IDAgentStart -= numOject; // Debug.LogError("f 3"); //initialize array behavious & its weight BehaviousArray = new Vector3[4]; WeightArray = new float[4]; // _flockMode = FlockMode.FollowLeader; leader = GameObject.FindGameObjectWithTag("Player"); // InitializationFlockMode(false); stop = true; call = true; }