private void PredatorBoidMovement(BoidBehaviour boid) { Vector3 component1, component2, component3; //component1 = Rule1.FindPointTowardsLocalMassCentre(boidList, boid, perciveDistance * 5); component3 = Rule3.MatchVelocityOfPercivedBoids(boidList, boid, perciveDistance * 5); boid.CurrentVelocity = boid.CurrentVelocity + component3; boid.transform.position = boid.transform.position + boid.CurrentVelocity; }
private void StandardBoidMovement(BoidBehaviour boid) { Vector3 defaultMovement, component1, component2, component3, component4; component1 = Rule1.FindPointTowardsGlobalMassCentre(boidList, boid); component2 = TargetPoint.TowardsPoint(boid, targetPoint); component3 = Rule2.MoveAwayFromNearbyObjects(boidList, boid); component4 = Rule3.MatchVelocityOfPercivedBoids(boidList, boid, perciveDistance); /* * component1 = Rule1.FindPointTowardsLocalMassCentre(boidList, boid, perciveDistance); * component2 = Rule2.MoveAwayFromNearbyObjects(boidList, boid); * component3 = Rule3.MatchVelocityOfPercivedBoids(boidList, boid, perciveDistance); * componentHunted = RuleHunted.MoveAwayFromPredators(predatorList, boid); */ boid.CurrentVelocity = boid.CurrentVelocity + component1 + component2 + component3 + component4; boid.transform.position = boid.transform.position + boid.CurrentVelocity; //Debug.Log(boid.transform.position); }