示例#1
0
    public void merge(BoidCluster b)
    {
        if (boids.Count + b.boids.Count > parentBoid.boidManager.maximumClusterSize)
        {
            return;
        }
        float   weight       = b.size() / (size() + b.size());
        Vector3 newDirection = Vector3.Lerp(clusterDirection, b.clusterDirection, weight);
        int     old          = boids.Count;

        boids            = boids.Union(b.boids).ToList <Boid>();
        clusterDirection = newDirection;
        foreach (Boid boid in b.boids)
        {
            boid.cluster = this;
        }
    }
示例#2
0
文件: Boid.cs 项目: stanreee/boids
    Vector3 alignment(Collider2D[] colliders)
    {
        Vector3 vectorToAdd = Vector3.zero;

        foreach (Collider2D collider in colliders)
        {
            if (collider.gameObject != gameObject && canCreateCluster)
            {
                Boid b = collider.gameObject.GetComponent <Boid>();
                if (b.cluster == null && cluster == null)
                {
                    BoidCluster cluster = new BoidCluster();
                    cluster.add(GetComponent <Boid>());
                    cluster.add(b);
                }
                else if (cluster == null && !b.cluster.contains(GetComponent <Boid>()))
                {
                    b.cluster.add(GetComponent <Boid>());
                }
                else if (b.cluster == null && !cluster.contains(b))
                {
                    cluster.add(b);
                }
                else if (b.cluster != cluster)
                {
                    if (cluster.size() >= b.cluster.size())
                    {
                        cluster.add(b);
                    }
                    else
                    {
                        b.cluster.add(GetComponent <Boid>());
                    }
                }
            }
        }
        if (cluster != null)
        {
            clusterDirection = cluster.clusterDirection;
            Vector3 rotate = Vector3.RotateTowards(transform.right, clusterDirection, 10.0f * Time.deltaTime, 0.0f);
            rotate.Normalize();
            vectorToAdd += rotate;
        }
        return(vectorToAdd);
    }