void ComputeForces() { // SET force = Vector3.zero force = Vector3.zero; //FOR i := 0 to behaviours.count (FOR tab tab) for (int i = 0; i < behaviours.Count; i++) { //LET behaviour = behaviour[i] SteeringBehaviour behaviour = behaviours[i]; // IF behaviour.isActiveAndEnabled == false if (behaviour.isActiveAndEnabled == false) { //continue continue; } //SET force = force + behaviour.GetForce() x weighting force = force + behaviour.GetForce() * behaviour.weighting; //IF force.magnitude > maxVelocity if (force.magnitude > maxVelocity) { //SET force = force.normalized x maxVelocity force = force.normalized * maxVelocity; // break break; } } }
void ComputeForces() { // Set force = Vector3.zero force = Vector3.zero; // For i := 0 < behaviours.Count for (int i = 0; i < behaviours; i++) { // Let behaviour = behaviours[i] SteeringBehaviour behaviour = behaviours[i]; // IF behaviour.isActiveAndEnabled == false if (behaviour.isActiveAndEnabled == false) { // continue continue; } // Set force = force + behaviour.GetForce() * behaviour.weighting force += behaviour.GetForce() * behaviour.weight; // IF force > maxVelocity if (force.magnitude > maxVelocity) { // Set force = force.normalized * maxVelocity force = force.normalized * maxVelocity; // break break; } } }
void ComputeForces() { // SET force to zero force = Vector3.zero; // FOR i = 0 to behaviours count for (int i = 0; i < behaviours.Count; i++) { // LET behaviour = behaviours[i] SteeringBehaviour behaviour = behaviours[i]; // IF behaviour is not enabled if (behaviour.isActiveAndEnabled == false) { // CONTINUE continue; } // SET force = force + behaviour.GetForce() * weighting force += behaviour.GetForce(); // IF force > maxVelocity if (force.magnitude > maxSpeed) { // SET force to force normalized x maxVelocity force = force.normalized * maxSpeed; // BREAK break; } } }
void ComputeForces() { // SET force = Vector3.zero force = Vector3.zero; // FOR i := 0 to behaviours.Count for (int i = 0; i < behaviours.Count; i++) { // LET behaviour = behaviours[i] SteeringBehaviour behaviour = behaviours[i]; // Elements in the List are of SteeringBehaviour type // IF behaviour.isActive == false if (behaviour.isActiveAndEnabled == false) { // continue skips over to next element continue; } // SET force = force + behaviour.GetForce() x weighting force = force + behaviour.GetForce() * behaviour.weight; // IF force.magnitude > maxVelocity if (force.magnitude > maxVelocity) { // SET force = force.normalized x maxVelocity force = force.normalized * maxVelocity; // break break; } } }
void ComputeForces() { //set force = vec3.0 force = new Vector3(0, 0, 0); //for i := 0 < behaviours.Count for (int i = 0; i < behaviours.Count; i++) { //let behaviour = behaviours[i] SteeringBehaviour behaviour = behaviours[i]; //if behaviour.isactiveandenabled == false if (behaviour.isActiveAndEnabled == false) { //continue continue; } //set force = force + behaviour.GetForce() * behaviour.weighting force += behaviour.GetForce(); //if force > maxVelocity if (force.magnitude > maxSpeed) { force = force.normalized * maxSpeed; break; } //set force = force.normalised * maxvel //break } }
void ComputeForces() // Function for Computing the forces { force = Vector3.zero; // sets variable force to 0,0,0 for (int i = 0; i < behaviours.Count; i++) // for loop for every behaviour in the list { SteeringBehaviour behaviour = behaviours[i]; // defines behaviour as behaviours list count if (behaviour.isActiveAndEnabled == false) // checks if the variable is false { continue; // continues onward } force += behaviour.GetForce(); // sets force to add onto what it currently is, plus the force of behaviour if (force.magnitude > maxSpeed) // if the force magnitude is greater than the max speed { force = force.normalized * maxSpeed; // sets the force to be normal times the max speed break; // break it } } }