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s449384 2021-05-23 21:13:09 +02:00
commit c83711c017
134 changed files with 27690 additions and 0 deletions

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# ---> 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
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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using System.Collections;
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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;
}
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);
}
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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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SettingsMenu : MonoBehaviour
{
public static Settings settings;
public Text description;
// Start is called before the first frame update
void Start()
{
settings = new Settings();
}
public void doExitGame()
{
Application.Quit();
}
public void setX(float a)
{
settings.sizeX = (int)a;
}
public void setY(float a)
{
settings.sizeY = (int)a;
}
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;
}
}
}

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#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
}
}
}

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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()
{
int m = 0;
for(int i = 0; i<sizeX; i++)
{
for(int j = 0; j<sizeY; j++)
{
if(m < voxels[i,j])
{
m = voxels[i,j];
var a = positionInWorld(new Vector3(i, 0, j));
var b = positionInVoxelSpace(a);
var c = getPheromoneAt(a.x, a.z);
Debug.Log(i+"x"+j+"="+m+" posW "+a+" posV "+b+" phs "+c);
}
}
}
return m;
}
void addAnts()
{
ants = new Ant[numberOfAnts];
for(int i = 0; i<numberOfAnts; i++)
{
ants[i] = Instantiate(antShape);
ants[i].gameObject.transform.position = positionInWorld(new Vector3(1,0.3f,1));
ants[i].gameObject.transform.rotation = Quaternion.Euler(0,-90,0);
ants[i].foodSearch = -1;
ants[i].hasFood = false;
ants[i].voxelSpace = this;
}
}
void updateLights()
{
for(int i = 0; i<sizeX; i++)
{
for(int j = 0; j<sizeY; j++)
{
float newScale = voxels[i,j]/1020.0f;
lights[i,j].transform.localScale = new Vector3(newScale, newScale, newScale);
if(newScale*3.0f > 0.51f)
{
lights[i,j].transform.GetChild(0).GetComponent<Light>().enabled=true;
lights[i,j].transform.GetChild(0).GetComponent<Light>().intensity = newScale*3.0f;
}
else
{
lights[i,j].transform.GetChild(0).GetComponent<Light>().enabled=false;
}
}
}
}
Vector2 foodPos;
void placeFood()
{
if(foodPos != null)
{
voxels[(int)(foodPos.x),(int)(foodPos.y)] = 0;
}
int x = (int)Random.Range(4,sizeX-1);
int y = (int)Random.Range(4,sizeY-1);
food.transform.position = positionInWorld(new Vector3(x,0,y));
foodPos = new Vector2(x,y);
voxels[x,y] = 255;
}
void setTableScale()
{
gameObject.transform.localScale = new Vector3(sizeX+2.0f,sizeY+2.0f, 12.0f);
Vector3 randomMove = new Vector3(Random.Range(-10.0f, 10.0f), 0, Random.Range(-10.0f, 10.0f));
gameObject.transform.position = new Vector3(sizeX/2.0f, -0.1f, sizeY/2.0f)+randomMove;
GameObject camera = GameObject.Find("Main Camera");
camera.transform.position = new Vector3(sizeX/2.0f, sizeX/2.0f+sizeY/2.0f+1.0f, sizeY/2.0f)+randomMove;
}
void loadSettings()
{
if(SettingsMenu.settings != null)
{
settings = SettingsMenu.settings;
sizeX = settings.sizeX;
sizeY = settings.sizeY;
animationFrames = settings.fps;
fermonsWeakenTime = settings.weakenPheromones;
relocateFoodTime = settings.refreshFood;
numberOfAnts = settings.antsCount;
}
}
}

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