├── Flow Fields
├── Assets
│ ├── Flow Fields
│ │ ├── Actor.cs
│ │ ├── Algorithm.cs
│ │ ├── Cell.cs
│ │ ├── FlowFieldsMaster.cs
│ │ ├── Grid2D.cs
│ │ └── Group.cs
│ ├── Other stuff
│ │ ├── Actor.prefab
│ │ ├── Arrow.prefab
│ │ ├── ArrowTip.mat
│ │ ├── CameraController.cs
│ │ ├── DrawGrid.cs
│ │ ├── GridDebug.mat
│ │ ├── MouseLook.cs
│ │ └── Text.prefab
│ └── Scene.unity
├── Flow Fields.csproj
├── Flow Fields.sln
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
└── UnityPackageManager
│ └── manifest.json
├── LICENSE
└── README.md
/Flow Fields/Assets/Flow Fields/Actor.cs:
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1 | ///
2 | /// This class represents a single pathfinder.
3 | ///
4 |
5 | using UnityEngine;
6 |
7 | public class Actor : MonoBehaviour
8 | {
9 | public const float speed = 1.0f;
10 |
11 | public Vector2 position
12 | {
13 | get
14 | {
15 | return new Vector2(transform.position.x, transform.position.z);
16 | }
17 |
18 | set
19 | {
20 | transform.position = new Vector3(value.x, 0, value.y);
21 | }
22 | }
23 |
24 | public Vector2 direction;
25 |
26 |
27 | public void Move()
28 | {
29 | position += direction * speed * Time.deltaTime;
30 | }
31 | }
32 |
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/Flow Fields/Assets/Flow Fields/Algorithm.cs:
--------------------------------------------------------------------------------
1 | using System.Linq;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Algorithm
6 | {
7 | private Grid2D grid;
8 |
9 | private Vector2[] goals;
10 |
11 |
12 | private Algorithm () { }
13 |
14 | public Algorithm (Grid2D grid, Vector2[] goals)
15 | {
16 | this.grid = grid;
17 | this.goals = goals;
18 | }
19 |
20 |
21 | ///
22 | /// Wavefront algorithm to create a distance field.
23 | ///
24 | public void GenerateDistanceField()
25 | {
26 | var marked = new List();
27 | var cells = grid.cells;
28 |
29 | for (int i = 0; i < goals.Length; i++)
30 | {
31 | var goalCell = cells.First(c => c.position == goals[i]);
32 | goalCell.distance = 0;
33 |
34 | marked.Add(goalCell);
35 | }
36 |
37 | if (goals == null || goals.Length < 1)
38 | {
39 | Debug.LogError("No goals set !");
40 | return;
41 | }
42 |
43 |
44 | while (marked.Count < cells.Length)
45 | {
46 | for (int i = 0; i < marked.Count; i++)
47 | {
48 | if (marked[i].unpassable)
49 | continue;
50 |
51 | var neighbours = grid.GetMooreNeighbours(marked[i]);
52 | for (int j = 0; j < 8; j++)
53 | {
54 | var cur = neighbours[j];
55 | if (cur == null || marked.Contains(cur))
56 | continue;
57 |
58 | cur.distance = marked[i].distance;
59 | cur.distance += (cur.position - marked[i].position).magnitude;
60 |
61 | marked.Add(cur);
62 | }
63 | }
64 | }
65 | }
66 |
67 |
68 | public void GenerateVectorFields()
69 | {
70 | for (int i = 0; i < grid.cells.Length; i++)
71 | {
72 | var cur = grid.cells[i];
73 | var neighbours = grid.GetNeumannNeighbours(cur);
74 |
75 | float left, right, up, down;
76 | left = right = up = down = cur.distance;
77 |
78 | if (neighbours[0] != null && !neighbours[0].unpassable) up = neighbours[0].distance;
79 | if (neighbours[1] != null && !neighbours[1].unpassable) right = neighbours[1].distance;
80 | if (neighbours[2] != null && !neighbours[2].unpassable) down = neighbours[2].distance;
81 | if (neighbours[3] != null && !neighbours[3].unpassable) left = neighbours[3].distance;
82 |
83 |
84 | float x = left - right;
85 | float y = down - up;
86 |
87 | cur.direction = new Vector2(x, y);
88 | cur.direction.Normalize();
89 | }
90 | }
91 | }
92 |
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/Flow Fields/Assets/Flow Fields/Cell.cs:
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1 | ///
2 | /// A single node of the underlying 2D grid. Easily extendable to a 3D grid.
3 | ///
4 |
5 | using UnityEngine;
6 |
7 | [System.Serializable]
8 | public class Cell
9 | {
10 | public Vector2 position, direction;
11 | public float distance;
12 |
13 | // I've used a bool as a simple hack to mark cells unpassable.
14 | // You might just want to use a cost factor for something like this.
15 | public bool unpassable;
16 |
17 | private Cell () { }
18 |
19 | public Cell (Vector2 position)
20 | {
21 | this.position = position;
22 | }
23 | }
24 |
--------------------------------------------------------------------------------
/Flow Fields/Assets/Flow Fields/FlowFieldsMaster.cs:
--------------------------------------------------------------------------------
1 | ///
2 | /// Sets up the environment and runs the algorithm.
3 | /// Sets actor's movement.
4 | ///
5 |
6 | using UnityEngine;
7 |
8 | public class FlowFieldsMaster : MonoBehaviour
9 | {
10 | public int width = 20, length = 20;
11 |
12 | private Grid2D grid;
13 | private Group group;
14 | private Algorithm algorithm;
15 | public GameObject actorPrefab;
16 |
17 | public Vector2[] goals = new Vector2[]
18 | {
19 | new Vector2(2, 3),
20 | new Vector2(3, 4),
21 | new Vector2(4, 5),
22 | new Vector2(5, 6)
23 | };
24 |
25 | public DrawGrid debug;
26 |
27 |
28 | private void Awake()
29 | {
30 | grid = new Grid2D(width, length);
31 | algorithm = new Algorithm(grid, goals);
32 | }
33 |
34 |
35 | private void Start()
36 | {
37 | grid.Generate();
38 | SetUnpassables();
39 |
40 | algorithm.GenerateDistanceField();
41 | algorithm.GenerateVectorFields();
42 |
43 | // Spawns just a single actor for testing.
44 | group = new Group(1, actorPrefab);
45 | group.SetStartPositions();
46 |
47 | #if UNITY_EDITOR
48 | debug.InitCam(width, length, grid, goals);
49 | #endif
50 | }
51 |
52 |
53 | private void Update()
54 | {
55 | AssignVelocities();
56 | group.MoveActors();
57 | }
58 |
59 |
60 | private void AssignVelocities()
61 | {
62 | for (int i = 0; i < group.size; i++)
63 | {
64 | var actor = group.actors[i];
65 | var pos = actor.position;
66 |
67 | var cell = grid.FindCellByPosition(actor.position);
68 | actor.direction = (cell != null) ? cell.direction : Vector2.zero;
69 | }
70 | }
71 |
72 |
73 |
74 | ///
75 | /// A little hack to mark some cells as unpassable.
76 | ///
77 | private void SetUnpassables()
78 | {
79 | for (int x = 4; x < 9; x++)
80 | {
81 | int index = x * length + 10;
82 | grid.cells[index].unpassable = true;
83 | }
84 |
85 | for (int y = 4; y < 10; y++)
86 | {
87 | int index = 8 * length + y;
88 | grid.cells[index].unpassable = true;
89 | }
90 | }
91 | }
92 |
--------------------------------------------------------------------------------
/Flow Fields/Assets/Flow Fields/Grid2D.cs:
--------------------------------------------------------------------------------
1 | ///
2 | /// Represents the underlying 2D grid for the implementation. Easily extendable to a 3D grid.
3 | ///
4 |
5 | using System.Linq;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 |
9 | ///
10 | /// Note:
11 | /// -> Algorithm is currently only for a single group, i.e. all actors will have the same goal !
12 | ///
13 |
14 | [System.Serializable]
15 | public class Grid2D
16 | {
17 | private int width, length;
18 | public Cell[] cells;
19 |
20 |
21 | private Grid2D () { }
22 |
23 | public Grid2D (int width, int length)
24 | {
25 | this.width = width;
26 | this.length = length;
27 | }
28 |
29 | public void Generate ()
30 | {
31 | cells = new Cell[width * length];
32 |
33 | for (int w = 0; w < width; w++)
34 | {
35 | for (int l = 0; l < length; l++)
36 | {
37 | int index = w * length + l;
38 | var cell = new Cell(new Vector2(w, l));
39 |
40 | cells[index] = cell;
41 | }
42 | }
43 | }
44 |
45 |
46 | public Cell[] GetNeumannNeighbours(Cell current)
47 | {
48 | var result = new Cell[4];
49 |
50 | int x = (int)current.position.x;
51 | int y = (int)current.position.y;
52 |
53 | var indices = new int[]
54 | {
55 | x * length + (y + 1),
56 | (x + 1) * length + y,
57 | x * length + (y - 1),
58 | (x - 1) * length + y
59 | };
60 |
61 |
62 | // North
63 | if (y < length - 1)
64 | result[0] = cells[indices[0]];
65 |
66 | // East
67 | if (x < width - 1)
68 | result[1] = cells[indices[1]];
69 |
70 | // South
71 | if (y > 0)
72 | result[2] = cells[indices[2]];
73 |
74 | // West
75 | if (x > 0)
76 | result[3] = cells[indices[3]];
77 |
78 | return result;
79 | }
80 |
81 | public Cell[] GetMooreNeighbours (Cell current)
82 | {
83 | var result = new Cell[8];
84 |
85 | int x = (int) current.position.x;
86 | int y = (int) current.position.y;
87 |
88 | var indices = new int[]
89 | {
90 | x * length + (y + 1),
91 | (x + 1) * length + y,
92 | x * length + (y - 1),
93 | (x - 1) * length + y,
94 | (x - 1) * length + (y + 1),
95 | (x + 1) * length + (y + 1),
96 | (x - 1) * length + (y - 1),
97 | (x + 1) * length + (y - 1)
98 | };
99 |
100 |
101 | // North
102 | if (y < length - 1)
103 | result[0] = cells[indices[0]];
104 |
105 | // East
106 | if (x < width - 1)
107 | result[1] = cells[indices[1]];
108 |
109 | // South
110 | if (y > 0)
111 | result[2] = cells[indices[2]];
112 |
113 | // West
114 | if (x > 0)
115 | result[3] = cells[indices[3]];
116 |
117 |
118 | // North-West
119 | if (y < length - 1 && x > 0)
120 | result[4] = cells[indices[4]];
121 |
122 | // North-East
123 | if (y < length - 1 && x < width - 1)
124 | result[5] = cells[indices[5]];
125 |
126 | // South-West
127 | if (y > 0 && x > 0)
128 | result[6] = cells[indices[6]];
129 |
130 | // South-East
131 | if (y > 0 && x < width - 1)
132 | result[7] = cells[indices[7]];
133 |
134 | return result;
135 | }
136 |
137 | public Cell FindCellByPosition(Vector2 pos)
138 | {
139 | int x = (int)pos.x;
140 | int y = (int)pos.y;
141 |
142 | if (x >= 0 && x < width && y >= 0 && y < length)
143 | {
144 | int index = x * length + y;
145 | var cell = cells[index];
146 | return cell;
147 | }
148 |
149 | return null;
150 | }
151 |
152 |
153 | #region Debug
154 | public static void DrawGrid(int width, int length, Grid2D grid, Material mat)
155 | {
156 | for (int i = 0; i < width; i++)
157 | {
158 | for (int j = 0; j < length; j++)
159 | {
160 | int index = i * length + j;
161 | var cell = grid.cells[index];
162 |
163 | GL.Color(Color.cyan);
164 |
165 | var ll = new Vector3(cell.position.x - 0.5f, 0, cell.position.y - 0.5f);
166 | var ul = new Vector3(cell.position.x - 0.5f, 0, cell.position.y + 0.5f);
167 |
168 | var lr = new Vector3(cell.position.x + 0.5f, 0, cell.position.y - 0.5f);
169 | var ur = new Vector3(cell.position.x + 0.5f, 0, cell.position.y + 0.5f);
170 |
171 | DrawEdge(mat, ll, ul);
172 | DrawEdge(mat, ul, ur);
173 | DrawEdge(mat, ur, lr);
174 | DrawEdge(mat, lr, ll);
175 | }
176 | }
177 | }
178 |
179 | public static void DrawEdge(Material material, Vector3 start, Vector3 end)
180 | {
181 | GL.Begin(GL.LINES);
182 | //GL.PushMatrix();
183 | material.SetPass(0);
184 | //GL.LoadOrtho();
185 | GL.Color(Color.cyan);
186 | GL.Vertex(start);
187 | GL.Vertex(end);
188 | GL.Color(Color.cyan);
189 |
190 | GL.End();
191 | //GL.PopMatrix();
192 | }
193 |
194 | public static List SetTexts (int width, int length, GameObject prefab, GameObject parent)
195 | {
196 | var texts = new List();
197 |
198 | for (int w = 0; w < width; w++)
199 | {
200 | for (int l = 0; l < length; l++)
201 | {
202 | var go = GameObject.Instantiate(prefab, parent.transform);
203 | var t = go.GetComponentInChildren();
204 | t.rectTransform.localPosition = new Vector3(w - 10, l - 10, 0);
205 |
206 | texts.Add(t);
207 | }
208 | }
209 |
210 | return texts;
211 | }
212 |
213 | public static List SetArrows(int width, int length, GameObject prefab, GameObject parent)
214 | {
215 | var arrows = new List();
216 |
217 | for (int w = 0; w < width; w++)
218 | {
219 | for (int l = 0; l < length; l++)
220 | {
221 | var arr = GameObject.Instantiate(prefab).transform;
222 | arr.localPosition = new Vector3(w, 0, l);
223 |
224 | arrows.Add(arr);
225 | }
226 | }
227 |
228 | return arrows;
229 | }
230 |
231 |
232 | public static void UpdateTexts (int width, int length, List texts, Grid2D grid, Vector2[] goals)
233 | {
234 | for (int i = 0; i < width * length; i++)
235 | {
236 | texts[i].text = grid.cells[i].distance.ToString();
237 |
238 | if(grid.cells[i].unpassable)
239 | {
240 | texts[i].text = "N/A";
241 | texts[i].color = Color.red;
242 | }
243 |
244 | if (goals.Contains(grid.cells[i].position))
245 | texts[i].color = Color.green;
246 | }
247 | }
248 |
249 | public static void UpdateArrows(int width, int length, List arrows, Grid2D grid)
250 | {
251 | for (int i = 0; i < width * length; i++)
252 | {
253 | var cur = grid.cells[i];
254 | var direction = new Vector3(cur.direction.x, 0, cur.direction.y);
255 |
256 | if (direction != Vector3.zero)
257 | arrows[i].rotation = Quaternion.LookRotation(direction, Vector3.up);
258 | }
259 | }
260 | #endregion
261 | }
262 |
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/Flow Fields/Assets/Flow Fields/Group.cs:
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1 | ///
2 | /// Can be used to combine multiple actors with the same goal.
3 | ///
4 |
5 | using UnityEngine;
6 |
7 | [System.Serializable]
8 | public class Group
9 | {
10 | public int size;
11 | public Actor[] actors;
12 |
13 | private GameObject prefab;
14 |
15 |
16 | private Group () { }
17 |
18 | public Group (int size, GameObject prefab)
19 | {
20 | this.size = size;
21 | this.prefab = prefab;
22 |
23 | GeneratePopulation();
24 | }
25 |
26 |
27 | public void GeneratePopulation ()
28 | {
29 | actors = new Actor[size];
30 | for (int i = 0; i < size; i++)
31 | {
32 | var go = GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity);
33 | actors[i] = go.GetComponent();
34 | }
35 | }
36 |
37 |
38 | public void MoveActors ()
39 | {
40 | foreach (var act in actors)
41 | act.Move();
42 | }
43 |
44 |
45 |
46 | // A little hack to set a predefined position for our single actor.
47 | public void SetStartPositions()
48 | {
49 | actors[0].position = new Vector2(16, 16);
50 | }
51 | }
52 |
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/Flow Fields/Assets/Other stuff/CameraController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CameraController : MonoBehaviour
6 | {
7 | public float moveSpeed;
8 | public float highSpeed;
9 |
10 |
11 | private void Update()
12 | {
13 | var horizontal = Input.GetAxis("Horizontal");
14 | var vertical = Input.GetAxis("Vertical");
15 | var z = 0;//Input.GetAxis("Z");
16 |
17 | var speed = (Input.GetKey(KeyCode.LeftShift)) ? highSpeed : moveSpeed;
18 | var movement = new Vector3(horizontal * speed, z * speed, vertical * speed) * Time.deltaTime;
19 | transform.Translate(movement);
20 | }
21 | }
22 |
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/Flow Fields/Assets/Other stuff/DrawGrid.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections.Generic;
4 |
5 | public class DrawGrid : MonoBehaviour
6 | {
7 | public bool drawGird;
8 | public Material debugMat;
9 |
10 | int w, l;
11 | private Grid2D grid;
12 | private Vector2[] goals;
13 | public List texts;
14 | public List arrows;
15 | public GameObject txPrefab, arrPrefab;
16 | public GameObject canvas, arrowParent;
17 |
18 |
19 | public void InitCam(int w, int l, Grid2D grid, Vector2[] goals)
20 | {
21 | this.w = w;
22 | this.l = l;
23 | this.grid = grid;
24 | this.goals = goals;
25 |
26 | texts = Grid2D.SetTexts(w, l, txPrefab, canvas);
27 | arrows = Grid2D.SetArrows(w, l, arrPrefab, canvas);
28 | }
29 |
30 |
31 | private void Update()
32 | {
33 | if (Input.GetKeyDown(KeyCode.Return))
34 | {
35 | Grid2D.UpdateTexts(w, l, texts, grid, goals);
36 | Grid2D.UpdateArrows(w, l, arrows, grid);
37 | }
38 | }
39 |
40 | private void OnPostRender()
41 | {
42 | if (drawGird)
43 | Grid2D.DrawGrid(w, l, grid, debugMat);
44 | }
45 | }
46 |
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/Flow Fields/Assets/Other stuff/MouseLook.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | /// MouseLook rotates the transform based on the mouse delta.
5 | /// Minimum and Maximum values can be used to constrain the possible rotation
6 |
7 | /// To make an FPS style character:
8 | /// - Create a capsule.
9 | /// - Add a rigid body to the capsule
10 | /// - Add the MouseLook script to the capsule.
11 | /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
12 | /// - Add FPSWalker script to the capsule
13 |
14 | /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
15 | /// - Add a MouseLook script to the camera.
16 | /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
17 | [AddComponentMenu("Camera-Control/Mouse Look")]
18 | public class MouseLook : MonoBehaviour
19 | {
20 |
21 | public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
22 | public RotationAxes axes = RotationAxes.MouseXAndY;
23 | public float sensitivityX = 15F;
24 | public float sensitivityY = 15F;
25 |
26 | public float minimumX = -360F;
27 | public float maximumX = 360F;
28 |
29 | public float minimumY = -60F;
30 | public float maximumY = 60F;
31 |
32 | float rotationX = 0F;
33 | float rotationY = 0F;
34 |
35 | Quaternion originalRotation;
36 |
37 | void Update()
38 | {
39 | if (axes == RotationAxes.MouseXAndY)
40 | {
41 | // Read the mouse input axis
42 | rotationX += Input.GetAxis("Mouse X") * sensitivityX;
43 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
44 |
45 | rotationX = ClampAngle(rotationX, minimumX, maximumX);
46 | rotationY = ClampAngle(rotationY, minimumY, maximumY);
47 |
48 | Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
49 | Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);
50 |
51 | transform.localRotation = originalRotation * xQuaternion * yQuaternion;
52 | }
53 | else if (axes == RotationAxes.MouseX)
54 | {
55 | rotationX += Input.GetAxis("Mouse X") * sensitivityX;
56 | rotationX = ClampAngle(rotationX, minimumX, maximumX);
57 |
58 | Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
59 | transform.localRotation = originalRotation * xQuaternion;
60 | }
61 | else
62 | {
63 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
64 | rotationY = ClampAngle(rotationY, minimumY, maximumY);
65 |
66 | Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);
67 | transform.localRotation = originalRotation * yQuaternion;
68 | }
69 | }
70 |
71 | void Start()
72 | {
73 | // Make the rigid body not change rotation
74 | if (GetComponent())
75 | GetComponent().freezeRotation = true;
76 | originalRotation = transform.localRotation;
77 | }
78 |
79 | public static float ClampAngle(float angle, float min, float max)
80 | {
81 | if (angle < -360F)
82 | angle += 360F;
83 | if (angle > 360F)
84 | angle -= 360F;
85 | return Mathf.Clamp(angle, min, max);
86 | }
87 | }
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2018 Mario Infantino
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # Unity-Flow-Fields
2 | The implementation is pretty basic, it needs to be a little adjusted to be used in conjunction with groups having different goals.
3 | That's a trivial task so I've left it out to keep the implementation lighter. However, you can spawn multiple actors with a common goal by simply using the provided 'Group' class.
4 |
5 | See the implementation in action
6 | https://www.youtube.com/watch?v=jLjaN6ps3BA
7 |
8 |
9 | **Instructions**
10 | 1) Set up a prefab for an Actor, throw the 'Actor' component on top of it.
11 | 2) Add the 'FlowFieldsMaster' component to a Game Object in your scene. Assign the actor prefab.
12 | *You're good to go!*
13 |
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|