private void DeleteFlockingActor() { // int ran = Random.Range (0, count - 1); FlockingController randomactor = _flock.ToArray()[0]; Destroy(randomactor.gameObject); _flock.Dequeue(); count -= 1; }
//private List<FlockingController> allActors; private FlockingController CreateFlockingActor() { FlockingController newActor = Instantiate <FlockingController>(_flockingActorPrefab); newActor.gameObject.name = "Flocking Actor"; newActor.transform.position = new Vector3(Random.Range(-SPAWN_RANGE, SPAWN_RANGE), Random.Range(-SPAWN_RANGE, SPAWN_RANGE), 0.0f); newActor.GetComponent <OrientedActor>().initialVelocity = Random.onUnitSphere * Random.Range(5.0f, newActor.GetComponent <IActor>().MaxSpeed); newActor.gameObject.SetActive(true); newActor.GetComponent <FlockingController> ().flocking = FlockingController.flockStatus; //newActor.GetComponent<FlockingController> ().pursuer = FindObjectOfType<SimpleActor> (); count += 1; // allActors.Add (newActor); return(newActor); }
private void ShowDebug(bool debug) { FlockingController randomactor = _flock.ToArray() [Random.Range(0, count - 1)]; if (debug) { randomactor.DrawNeighborLine(true); lastactor = randomactor; } if (!debug) { lastactor.DrawNeighborLine(false); } }