forked from andkok/MWS_2021
dodanie losowego konta dla Anabeny
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File diff suppressed because it is too large
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@ -18,12 +18,41 @@ public class AnabaenaTurtle : TurtleLSystem {
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var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject));
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var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject));
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var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
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var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
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var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
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var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
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var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3(0.05f, 0.1f, 0.05f));
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// wywalenie za długich lambd
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Tuple<GameObject, Matrix4x4> lInterpretation(float[] args) {
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return new Tuple<GameObject, Matrix4x4>(
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// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
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l, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
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}
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Tuple<GameObject, Matrix4x4> rInterpretation(float[] args) {
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// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
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return new Tuple<GameObject, Matrix4x4>(
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r, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
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}
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Tuple<GameObject, Matrix4x4> bigLInterpretation(float[] args) {
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// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
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return new Tuple<GameObject, Matrix4x4>(
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bigL, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
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}
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Tuple<GameObject, Matrix4x4> bigRInterpretation(float[] args) {
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// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
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return new Tuple<GameObject, Matrix4x4>(
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bigR, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
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}
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//creating functions that are used for interpretation
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//creating functions that are used for interpretation
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turtleInterpretation.Add("l", (float[] args) => new Tuple<GameObject, Matrix4x4>(l, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
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turtleInterpretation.Add("l", lInterpretation);
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turtleInterpretation.Add("r", (float[] args) => new Tuple<GameObject, Matrix4x4>(r, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
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turtleInterpretation.Add("r", rInterpretation);
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turtleInterpretation.Add("L", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigL, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
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turtleInterpretation.Add("L", bigLInterpretation);
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turtleInterpretation.Add("R", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigR, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
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turtleInterpretation.Add("R", bigRInterpretation);
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}
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}
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}
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}
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