cw4
62
.gitignore
vendored
Normal file
@ -0,0 +1,62 @@
|
||||
# ---> Unity
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
|
||||
/[Mm]emoryCaptures/
|
||||
|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||
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|
||||
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||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
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/[Aa]ssets/Plugins/Editor/JetBrains*
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.consulo/
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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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||||
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||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
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||||
*.mdb.meta
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||||
|
||||
# Unity3D generated file on crash reports
|
||||
sysinfo.txt
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||||
|
||||
# Builds
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*.apk
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*.unitypackage
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||||
|
||||
# Crashlytics generated file
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||||
crashlytics-build.properties
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|
||||
|
8
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using System.Collections;
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74
Assets/Scripts/Ant.cs
Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Ant : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
public bool hasFood = false;
|
||||
public sbyte foodSearch = -1; // 1 it has food, -1 it searches for food
|
||||
public VoxelSpace voxelSpace;
|
||||
|
||||
|
||||
public void sniff()
|
||||
{
|
||||
//zadanie 2.3
|
||||
Vector3 position = gameObject.transform.position;
|
||||
Vector3Int positionVoxel = voxelSpace.positionInVoxelSpace(new Vector3(position.x, 0, position.z));
|
||||
|
||||
if(voxelSpace.getPheromoneAt(position.x, position.z) > 250){
|
||||
hasFood = true;
|
||||
foodSearch = 1;
|
||||
}
|
||||
|
||||
if((int)positionVoxel.x == 0 && (int)positionVoxel.z == 0){
|
||||
hasFood = false;
|
||||
foodSearch = -1;
|
||||
}
|
||||
|
||||
if(voxelSpace.getPheromoneAt(position.x, position.z) == -1){
|
||||
foodSearch = -1;
|
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}
|
||||
|
||||
if((int)positionVoxel.x == voxelSpace.sizeX - 1 || (int)positionVoxel.z == voxelSpace.sizeY - 1){
|
||||
foodSearch = 1;
|
||||
}
|
||||
if(voxelSpace.getPheromoneAt((position.x - foodSearch * voxelSpace.voxelScale), position.z) > voxelSpace.getPheromoneAt(position.x, (position.z - foodSearch * voxelSpace.voxelScale))){
|
||||
turnHorizontaly();
|
||||
}else if(voxelSpace.getPheromoneAt((position.x - foodSearch * voxelSpace.voxelScale), position.z) < voxelSpace.getPheromoneAt(position.x, (position.z - foodSearch * voxelSpace.voxelScale))){
|
||||
turnVerticaly();
|
||||
}else if (positionVoxel.z - foodSearch < 0){
|
||||
turnHorizontaly();
|
||||
}else if(positionVoxel.x - foodSearch < 0){
|
||||
turnVerticaly();
|
||||
}else{
|
||||
|
||||
int randomDirection = Random.Range(1, 3);
|
||||
|
||||
if (randomDirection == 1){
|
||||
turnVerticaly();
|
||||
}else{
|
||||
turnHorizontaly();
|
||||
}
|
||||
}
|
||||
|
||||
if(hasFood == true){
|
||||
voxelSpace.voxels[voxelSpace.positionInVoxelSpace(position).x, voxelSpace.positionInVoxelSpace(position).z] = (byte)(voxelSpace.voxels[voxelSpace.positionInVoxelSpace(position).x, voxelSpace.positionInVoxelSpace(position).z] + 40);
|
||||
}
|
||||
|
||||
go();
|
||||
}
|
||||
|
||||
void turnVerticaly() // /\ \/
|
||||
{
|
||||
gameObject.transform.rotation = Quaternion.Euler(0,90*(foodSearch*-1.0f)-90, 0);
|
||||
}
|
||||
void turnHorizontaly() // <-->
|
||||
{
|
||||
gameObject.transform.rotation = Quaternion.Euler(0,90*(foodSearch*-1.0f),0);
|
||||
}
|
||||
public void go()
|
||||
{
|
||||
gameObject.transform.position += gameObject.transform.forward * (1.0f/voxelSpace.animationFrames);
|
||||
}
|
||||
}
|
11
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13
Assets/Scripts/Settings.cs
Normal file
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Settings
|
||||
{
|
||||
public int sizeX = 10;
|
||||
public int sizeY = 10;
|
||||
public int antsCount = 7;
|
||||
public int fps = 30;
|
||||
public int refreshFood = 1000;
|
||||
public int weakenPheromones = 20;
|
||||
}
|
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67
Assets/Scripts/SettingsMenu.cs
Normal file
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
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|
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public class SettingsMenu : MonoBehaviour
|
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{
|
||||
public static Settings settings;
|
||||
public Text description;
|
||||
// Start is called before the first frame update
|
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void Start()
|
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{
|
||||
settings = new Settings();
|
||||
}
|
||||
public void doExitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
public void setX(float a)
|
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{
|
||||
settings.sizeX = (int)a;
|
||||
}
|
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public void setY(float a)
|
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{
|
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settings.sizeY = (int)a;
|
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}
|
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public void setAnts(float a)
|
||||
{
|
||||
settings.antsCount = (int)a;
|
||||
}
|
||||
public void setFps(float a)
|
||||
{
|
||||
settings.fps = (int)a;
|
||||
}
|
||||
public void setRefreshFood(float a)
|
||||
{
|
||||
settings.refreshFood = (int)a;
|
||||
}
|
||||
public void setWeakenPheromones(float a)
|
||||
{
|
||||
settings.weakenPheromones = (int)a;
|
||||
}
|
||||
public void start()
|
||||
{
|
||||
SceneManager.LoadScene (sceneName:"theAntsAreMarching");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(description!=null)
|
||||
{
|
||||
var textall = "";
|
||||
textall += "sizeX = " + settings.sizeX + "\n\n";
|
||||
textall += "sizeY = " + settings.sizeY + "\n\n";
|
||||
textall += "antsCount"+" = " + settings.antsCount + "\n\n";
|
||||
textall += "fps"+" = " + settings.fps + "\n\n";
|
||||
textall += "refreshFood"+" = " + settings.refreshFood + "\n\n";
|
||||
textall += "weakenPheromones"+" = " + settings.weakenPheromones + "\n\n";
|
||||
|
||||
description.text = textall;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/SettingsMenu.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97cf0a73326d14beb84acf9979aeedfa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
294
Assets/Scripts/SimpleCameraController.cs
Normal file
@ -0,0 +1,294 @@
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTemplateProjects
|
||||
{
|
||||
public class SimpleCameraController : MonoBehaviour
|
||||
{
|
||||
class CameraState
|
||||
{
|
||||
public float yaw;
|
||||
public float pitch;
|
||||
public float roll;
|
||||
public float x;
|
||||
public float y;
|
||||
public float z;
|
||||
|
||||
public void SetFromTransform(Transform t)
|
||||
{
|
||||
pitch = t.eulerAngles.x;
|
||||
yaw = t.eulerAngles.y;
|
||||
roll = t.eulerAngles.z;
|
||||
x = t.position.x;
|
||||
y = t.position.y;
|
||||
z = t.position.z;
|
||||
}
|
||||
|
||||
public void Translate(Vector3 translation)
|
||||
{
|
||||
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
|
||||
|
||||
x += rotatedTranslation.x;
|
||||
y += rotatedTranslation.y;
|
||||
z += rotatedTranslation.z;
|
||||
}
|
||||
|
||||
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
|
||||
{
|
||||
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
|
||||
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
|
||||
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
|
||||
|
||||
x = Mathf.Lerp(x, target.x, positionLerpPct);
|
||||
y = Mathf.Lerp(y, target.y, positionLerpPct);
|
||||
z = Mathf.Lerp(z, target.z, positionLerpPct);
|
||||
}
|
||||
|
||||
public void UpdateTransform(Transform t)
|
||||
{
|
||||
t.eulerAngles = new Vector3(pitch, yaw, roll);
|
||||
t.position = new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
CameraState m_TargetCameraState = new CameraState();
|
||||
CameraState m_InterpolatingCameraState = new CameraState();
|
||||
|
||||
[Header("Movement Settings")]
|
||||
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
|
||||
public float boost = 3.5f;
|
||||
|
||||
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
|
||||
public float positionLerpTime = 0.2f;
|
||||
|
||||
[Header("Rotation Settings")]
|
||||
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
|
||||
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
|
||||
|
||||
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
|
||||
public float rotationLerpTime = 0.01f;
|
||||
|
||||
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
|
||||
public bool invertY = false;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
InputAction movementAction;
|
||||
InputAction verticalMovementAction;
|
||||
InputAction lookAction;
|
||||
InputAction boostFactorAction;
|
||||
bool mouseRightButtonPressed;
|
||||
|
||||
void Start()
|
||||
{
|
||||
var map = new InputActionMap("Simple Camera Controller");
|
||||
|
||||
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
|
||||
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
|
||||
verticalMovementAction = map.AddAction("Vertical Movement");
|
||||
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
|
||||
|
||||
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
|
||||
movementAction.AddCompositeBinding("Dpad")
|
||||
.With("Up", "<Keyboard>/w")
|
||||
.With("Up", "<Keyboard>/upArrow")
|
||||
.With("Down", "<Keyboard>/s")
|
||||
.With("Down", "<Keyboard>/downArrow")
|
||||
.With("Left", "<Keyboard>/a")
|
||||
.With("Left", "<Keyboard>/leftArrow")
|
||||
.With("Right", "<Keyboard>/d")
|
||||
.With("Right", "<Keyboard>/rightArrow");
|
||||
verticalMovementAction.AddCompositeBinding("Dpad")
|
||||
.With("Up", "<Keyboard>/pageUp")
|
||||
.With("Down", "<Keyboard>/pageDown")
|
||||
.With("Up", "<Keyboard>/e")
|
||||
.With("Down", "<Keyboard>/q")
|
||||
.With("Up", "<Gamepad>/rightshoulder")
|
||||
.With("Down", "<Gamepad>/leftshoulder");
|
||||
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
|
||||
|
||||
movementAction.Enable();
|
||||
lookAction.Enable();
|
||||
verticalMovementAction.Enable();
|
||||
boostFactorAction.Enable();
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_TargetCameraState.SetFromTransform(transform);
|
||||
m_InterpolatingCameraState.SetFromTransform(transform);
|
||||
}
|
||||
|
||||
Vector3 GetInputTranslationDirection()
|
||||
{
|
||||
Vector3 direction = Vector3.zero;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
var moveDelta = movementAction.ReadValue<Vector2>();
|
||||
direction.x = moveDelta.x;
|
||||
direction.z = moveDelta.y;
|
||||
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
|
||||
#else
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
direction += Vector3.forward;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
direction += Vector3.back;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
direction += Vector3.left;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
direction += Vector3.right;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
{
|
||||
direction += Vector3.down;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
{
|
||||
direction += Vector3.up;
|
||||
}
|
||||
#endif
|
||||
return direction;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Exit Sample
|
||||
|
||||
if (IsEscapePressed())
|
||||
{
|
||||
Application.Quit();
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Hide and lock cursor when right mouse button pressed
|
||||
if (IsRightMouseButtonDown())
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
// Unlock and show cursor when right mouse button released
|
||||
if (IsRightMouseButtonUp())
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if (IsCameraRotationAllowed())
|
||||
{
|
||||
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
|
||||
if (invertY)
|
||||
mouseMovement.y = -mouseMovement.y;
|
||||
|
||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
||||
|
||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
||||
}
|
||||
|
||||
// Translation
|
||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
||||
|
||||
// Speed up movement when shift key held
|
||||
if (IsBoostPressed())
|
||||
{
|
||||
translation *= 10.0f;
|
||||
}
|
||||
|
||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
||||
boost += GetBoostFactor();
|
||||
translation *= Mathf.Pow(2.0f, boost);
|
||||
|
||||
m_TargetCameraState.Translate(translation);
|
||||
|
||||
// Framerate-independent interpolation
|
||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
||||
|
||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
||||
}
|
||||
|
||||
float GetBoostFactor()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
||||
#else
|
||||
return Input.mouseScrollDelta.y * 0.2f;
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector2 GetInputLookRotation()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return lookAction.ReadValue<Vector2>();
|
||||
#else
|
||||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsBoostPressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
||||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
||||
return boost;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.LeftShift);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
bool IsEscapePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.Escape);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsCameraRotationAllowed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
||||
return canRotate;
|
||||
#else
|
||||
return Input.GetMouseButton(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonDown()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonDown(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonUp()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonUp(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/SimpleCameraController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be76e5f14cfee674cb30b491fb72b09b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
232
Assets/Scripts/VoxelSpace.cs
Normal file
@ -0,0 +1,232 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class VoxelSpace : MonoBehaviour
|
||||
{
|
||||
public int sizeX = 10;
|
||||
public int sizeY = 10;
|
||||
public int animationFrames = 30;
|
||||
public int fermonsWeakenTime = 500;
|
||||
public int relocateFoodTime = 2000;
|
||||
public int numberOfAnts = 5;
|
||||
public float voxelScale = 1.0f;
|
||||
public GameObject previewShape;
|
||||
public Ant antShape;
|
||||
public GameObject food;
|
||||
public byte[,] voxels;
|
||||
Ant[] ants;
|
||||
GameObject[,] lights;
|
||||
Settings settings;
|
||||
|
||||
int frame;
|
||||
|
||||
|
||||
// --------------------------------------------------------
|
||||
// --------------------------------------------------------
|
||||
// ----------------funkcje-do-zadan------------------------
|
||||
// --------------------------------------------------------
|
||||
// --------------------------------------------------------
|
||||
void createVoxelSpace()
|
||||
{
|
||||
//zadanie 2.1
|
||||
voxels = new byte[sizeX, sizeY];
|
||||
for(int i = 0; i < sizeX; ++i)
|
||||
{
|
||||
for(int j = 0; j < sizeY; ++j)
|
||||
{
|
||||
voxels[i, j] = 0;
|
||||
}
|
||||
}
|
||||
lights = new GameObject[sizeX, sizeY];
|
||||
for(int i = 0; i < sizeX; ++i)
|
||||
{
|
||||
for(int j = 0; j < sizeY; ++j)
|
||||
{
|
||||
lights[i, j] = Instantiate(previewShape);
|
||||
lights[i, j].transform.position = positionInWorld(new Vector3(i, 0, j));
|
||||
}
|
||||
}
|
||||
}
|
||||
public Vector3Int positionInVoxelSpace(Vector3 worldPosition)
|
||||
{
|
||||
// zadanie 2.2 a
|
||||
return new Vector3Int((int)((worldPosition.x - gameObject.transform.position.x + sizeX / 2.0f) * voxelScale), 0,(int)((worldPosition.z - gameObject.transform.position.z + sizeY / 2.0f) * voxelScale));
|
||||
}
|
||||
public Vector3 positionInWorld(Vector3 voxelPosition)
|
||||
{
|
||||
// zadanie 2.2 b
|
||||
return new Vector3((float)((voxelPosition.x + gameObject.transform.position.x - sizeX / 2.0f) / voxelScale), 0, (float)((voxelPosition.z + gameObject.transform.position.z - sizeY / 2.0f) / voxelScale));
|
||||
}
|
||||
public int getPheromoneAt(float x, float y)
|
||||
{
|
||||
//zadanie 2.3
|
||||
Vector3Int pos = positionInVoxelSpace(new Vector3(x, 0, y));
|
||||
if(pos.x > 0 && pos.x < sizeX && pos.z > 0 && pos.z < sizeY){
|
||||
return voxels[pos.x, pos.z];
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void updateVoxelSpace()
|
||||
{
|
||||
//zadanie 2.5
|
||||
for(int x = 0; x < sizeX; x++){
|
||||
for(int y = 0; y < sizeY; y++){
|
||||
if(voxels[x, y] < 250 && voxels[x, y] > 0){
|
||||
voxels[x, y] = (byte)(voxels[x, y] - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------
|
||||
// --------------------------------------------------------
|
||||
// ----------------koniec-zadan---funkcje pomocnicze-------
|
||||
// --------------------------------------------------------
|
||||
// --------------------------------------------------------
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
loadSettings();
|
||||
frame = 0;
|
||||
setTableScale();
|
||||
createVoxelSpace();
|
||||
// placeFood();
|
||||
addAnts();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Debug.Log("max="+maxVoxel());
|
||||
Debug.Log("start: "+(new Vector3(3.5f,5.5f,4.5f)));
|
||||
Debug.Log("midle: "+(positionInVoxelSpace(new Vector3(3.5f,5.5f,4.5f))));
|
||||
Debug.Log("endin: "+(positionInWorld(positionInVoxelSpace(new Vector3(3.5f,5.5f,4.5f)))));
|
||||
Debug.Log("zeroo: "+(positionInWorld(new Vector3(0,0,0))));
|
||||
|
||||
|
||||
if(frame%animationFrames == 0)
|
||||
{
|
||||
foreach(Ant ant in ants)
|
||||
{
|
||||
ant.sniff();
|
||||
}
|
||||
updateLights();
|
||||
GameObject.Find("anthill").transform.position = positionInWorld(new Vector3(-1,0,-1));// gameObject.transform.position - (gameObject.transform.localScale)/2.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach(Ant ant in ants)
|
||||
{
|
||||
ant.go();
|
||||
}
|
||||
}
|
||||
if(frame%fermonsWeakenTime == 0)
|
||||
{
|
||||
updateVoxelSpace();
|
||||
}
|
||||
if(frame%relocateFoodTime == 0)
|
||||
{
|
||||
placeFood();
|
||||
}
|
||||
frame++;
|
||||
if (Input.GetKeyUp(KeyCode.Escape))
|
||||
{
|
||||
SceneManager.LoadScene (sceneName:"menu");
|
||||
}
|
||||
}
|
||||
int maxVoxel()
|
||||
{
|
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|
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|
||||
{
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||||
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|
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{
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|
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
return m;
|
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|
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|
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{
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
ants[i].voxelSpace = this;
|
||||
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|
||||
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|
||||
|
||||
void updateLights()
|
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{
|
||||
for(int i = 0; i<sizeX; i++)
|
||||
{
|
||||
for(int j = 0; j<sizeY; j++)
|
||||
{
|
||||
float newScale = voxels[i,j]/1020.0f;
|
||||
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|
||||
if(newScale*3.0f > 0.51f)
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
}
|
||||
}
|
||||
}
|
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|
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Vector2 foodPos;
|
||||
void placeFood()
|
||||
{
|
||||
if(foodPos != null)
|
||||
{
|
||||
voxels[(int)(foodPos.x),(int)(foodPos.y)] = 0;
|
||||
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|
||||
|
||||
int x = (int)Random.Range(4,sizeX-1);
|
||||
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|
||||
food.transform.position = positionInWorld(new Vector3(x,0,y));
|
||||
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|
||||
voxels[x,y] = 255;
|
||||
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|
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void setTableScale()
|
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{
|
||||
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|
||||
|
||||
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|
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|
||||
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|
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|
||||
}
|
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void loadSettings()
|
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{
|
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if(SettingsMenu.settings != null)
|
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{
|
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settings = SettingsMenu.settings;
|
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sizeX = settings.sizeX;
|
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sizeY = settings.sizeY;
|
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animationFrames = settings.fps;
|
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fermonsWeakenTime = settings.weakenPheromones;
|
||||
relocateFoodTime = settings.refreshFood;
|
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numberOfAnts = settings.antsCount;
|
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}
|
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