using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; public class AnabaenaTurtle : TurtleLSystem { protected override void initLiteralInterpretation() { turtleInterpretation = new Dictionary>>(); //turtleInterpretation //loading required objects var path = "Assets/Models/{0}.fbx"; var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), typeof(GameObject)); var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject)); var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject)); var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject)); //creating functions that are used for interpretation turtleInterpretation.Add("l", (float[] args) => new Tuple(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)))); turtleInterpretation.Add("r", (float[] args) => new Tuple(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)))); turtleInterpretation.Add("L", (float[] args) => new Tuple(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)))); turtleInterpretation.Add("R", (float[] args) => new Tuple(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)))); } }