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71
Unity Project/.gitignore
vendored
71
Unity Project/.gitignore
vendored
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# This .gitignore file should be placed at the root of your Unity project directory
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||||||
#
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||||||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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||||||
#
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||||||
/[Ll]ibrary/
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||||||
/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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||||||
/[Ll]ogs/
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||||||
/[Uu]ser[Ss]ettings/
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||||||
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||||||
# MemoryCaptures can get excessive in size.
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||||||
# They also could contain extremely sensitive data
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||||||
/[Mm]emoryCaptures/
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||||||
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||||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
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||||||
!/[Aa]ssets/**/*.meta
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||||||
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||||||
# Uncomment this line if you wish to ignore the asset store tools plugin
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||||||
# /[Aa]ssets/AssetStoreTools*
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||||||
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||||||
# Autogenerated Jetbrains Rider plugin
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||||||
/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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||||||
# Unity3D generated meta files
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||||||
*.pidb.meta
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||||||
*.pdb.meta
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*.mdb.meta
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||||||
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||||||
# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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BIN
Unity Project/Assets/.DS_Store
vendored
BIN
Unity Project/Assets/.DS_Store
vendored
Binary file not shown.
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fileFormatVersion: 2
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guid: 329ec9409c534054d896e1b927a1b71c
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folderAsset: yes
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DefaultImporter:
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fileFormatVersion: 2
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folderAsset: yes
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assetBundleName:
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assetBundleVariant:
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|||||||
#axiom
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L
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#rules
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||||||
L->lR
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R->Lr
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l->L
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r->R
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#end rules
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fileFormatVersion: 2
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guid: da39d102803271748a23bdcc7d8431f8
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assetBundleVariant:
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#ignore + -
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||||||
#axiom
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||||||
F[A]B
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#rules
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F > [A]B -> FF
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#F > B -> FF
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fileFormatVersion: 2
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guid: 7c961644c7f6d084f87b7483d0a4adab
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TextScriptImporter:
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assetBundleVariant:
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|||||||
#ignore + -
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||||||
#axiom
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F[-A]B
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#rules
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F > [A]B -> FF
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|||||||
fileFormatVersion: 2
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guid: cefe06321a65fbf46b3640efc97745ff
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#ignore + -
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#axiom
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F[-[A]-C]B
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#rules
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F > [A][C]B -> FF
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fileFormatVersion: 2
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guid: 7980f93484f996b41a99e27179a1aab4
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assetBundleVariant:
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|||||||
#axiom
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#rules
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#end rules
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fileFormatVersion: 2
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guid: 951913a6e45d3664092bc8a3c1760fdc
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TextScriptImporter:
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assetBundleVariant:
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#ignore + - \ / ^ &
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#axiom
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||||||
C(1,3)F(0)G
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#rules
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C(a,b) > F(x) : b<3 -> C(a,b+1)
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C(a,b) > F(x) : b>=3 -> #stochastic
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p=2 C(1,0)
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p=1 C(2,0)
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p=0.5 C(3,0)
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#stochastic end
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C(a,b) < F(x) : b>=3 -> F(a)
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F(x) < F(y) : x>0 -> F(x)
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F(x) : x>0 -> F(0)
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F(x) < G : x==1 -> F(0)[+B]\(137.5)G
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F(x) < B : x==2 -> #stochastic
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p=3 B
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p=1 G
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#stochastic end
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F(x) < G : x==3 -> F(x)W
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||||||
#end rules
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@ -1,7 +0,0 @@
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|||||||
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assetBundleVariant:
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@ -1,6 +0,0 @@
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|||||||
#axiom
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||||||
X
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#rules
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X->F[+X]F[-X]+X
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F->FF
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||||||
#end rules
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@ -1,7 +0,0 @@
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fileFormatVersion: 2
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guid: c4604d19f702cfe4cbe8779ea593c44e
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@ -1,32 +0,0 @@
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|||||||
#axiom
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||||||
A
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||||||
#rules
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||||||
#komentarz
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||||||
#podstawowe przekształcenie
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X-> AX
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||||||
# instrukcja z rozgałęzieniem
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Y->A[A]A
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#parametryczne symbola są rozpoznawane po literze i liczbie argumentów czyli B, B(0) i B(0,0) to różne symbole
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||||||
#w regułach dla parametrycznych symboli w poprzedniku definiuje się nazwę parametru. ta instrukcja zamieni C(1) na C(1.1) a C(2) na C(2.1)
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C(a) -> C(a+0.1)
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# ta instrukcja wykona się, jeżeli a>1 i a<2 średnik oznacza iloczyn logiczny
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B(a) : a>1;a<2 -> C(a)B(0)
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# ta instrukcja wykona się, jeżeli poprzednia się nie wykonała i gdy a<=1
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B(a) : a<=1 -> B(2*a)
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# ta instrukcja się wykona, jeżeli poprzednie 2 się nie wykonają
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B(a) -> B(0)
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||||||
# instrukcja się wykona, jeżeli następnikiem A jest B(a) i a>0
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A > B(a) : a>0 -> B(a)[A]
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||||||
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||||||
# instrukcja się wykona, jeżeli poprzednikiem A jest B(a) i a>0 (i jeżeli poprzednia się nie wykonała)
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||||||
B(a) < A a>0 -> B(a)[A]
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||||||
# instrukcja się wykona, jeżeli poprzednikiem A jest B(a), następnikiem jest C(b) oraz a+b>0 (i jeżeli poprzednia się nie wykonała)
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||||||
B(a) < A > C(b) a+b>0 -> CC
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||||||
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||||||
# wykona się jedna z trzech opcji z wagami odpowiednio 0.2, 0.6 i 0.3 - wagi nie muszą się sumować do 1. można stochastyczność łączyć z powyższymi rozszerzeniami.
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||||||
C(a) -> #stochastic
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||||||
p=0.2 AB(1)
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||||||
p=0.6 B(1)A
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||||||
p=0.3 AA
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||||||
#stochastic end
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||||||
#rules end
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|||||||
#axiom
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||||||
L
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||||||
#rules
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||||||
L->R+L+R
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||||||
R->L-R-L
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||||||
#end rules
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|||||||
#axiom
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||||||
XA
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||||||
#rules
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||||||
A -> [&(90)f(0.5)S]f(0.0353)/(137.5)A
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||||||
#end rules
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#axiom
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||||||
C(0,0)
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||||||
#F++F++F++
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||||||
#rules
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||||||
C(i,n) : i>=1 -> C(0,n)[+(n*137.5)f(0)S]
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||||||
C(i,n) : i<1 -> C(i+0.1,n+0.1)
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||||||
f(a) -> f((a^2+0.0003)^0.5)
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||||||
#C(i) -> C(i+1)[+(i*137.5)f(0.3*i^0.5)S]
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||||||
#end rules
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#axiom
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||||||
B
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||||||
#rules
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||||||
B -> #stochastic
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||||||
p=3 FB
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||||||
p=1 [+FB]FB
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||||||
p=1 [-FB]FB
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||||||
p=1 F
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||||||
#stochastic end
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||||||
#rules end
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@ -1,7 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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@ -1,29 +0,0 @@
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|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
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using ConsoleLSystem;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class AnabaenaTurtle : TurtleLSystem {
|
|
||||||
|
|
||||||
protected override void initLiteralInterpretation() {
|
|
||||||
|
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||||||
turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
|
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||||||
//turtleInterpretation
|
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//loading required objects
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var path = "Assets/Models/{0}.fbx";
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var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), 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 r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
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|
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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("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("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("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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}
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}
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@ -1,29 +0,0 @@
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using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
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using ConsoleLSystem;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class ContextTurtle : TurtleLSystem {
|
|
||||||
|
|
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protected override void initLiteralInterpretation() {
|
|
||||||
|
|
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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
|
|
||||||
//turtleInterpretation
|
|
||||||
//loading required objects
|
|
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var path = "Assets/Models/{0}.fbx";
|
|
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var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), 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 r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
|
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|
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//creating functions that are used for interpretation
|
|
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turtleInterpretation.Add("A", (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("B", (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("D", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigR, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f * (args[0] * 0.2f + 0.01f), 0.1f))));
|
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||||||
turtleInterpretation.Add("C", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigR, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f * (args[0] * 0.2f + 0.01f), 0.1f))));
|
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}
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}
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|
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userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,18 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[CustomEditor(typeof(LeafGrow))]
|
|
||||||
public class LeafGrowEditor : Editor
|
|
||||||
{
|
|
||||||
public override void OnInspectorGUI()
|
|
||||||
{
|
|
||||||
DrawDefaultInspector();
|
|
||||||
LeafGrow myScript = (LeafGrow)target;
|
|
||||||
if(GUILayout.Button("Grow Leaf"))
|
|
||||||
{
|
|
||||||
myScript.DrawLeaf();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ba43da83833304f908bbcd812e5f889e
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user