Pheromones WIP
This commit is contained in:
parent
10d99bce87
commit
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@ -81,6 +81,7 @@ namespace NanoBrain {
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// So we create a temporary instance
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//this.currentCluster = new(prefab);
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this.currentCluster = prefab.cluster;
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this.currentCluster.Refresh();
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}
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public void SetGraph(GameObject gameObject, VisualElement inspectorContainer) {
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@ -227,10 +228,8 @@ namespace NanoBrain {
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bool connecting = GUILayout.Button("Add Output Neuron");
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if (connecting) {
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Nucleus newOutput = new Neuron(this.prefab.cluster, "New Output");
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// Regenerate the temporary clsuter instance
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// See also the constructor
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this.currentCluster = new(this.prefab);
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Nucleus newOutput = new Neuron(this.currentCluster, "New Output");
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this.currentCluster.Refresh();
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this.currentNucleus = newOutput;
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this.selectedOutput = this.currentNucleus;
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}
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@ -358,8 +357,6 @@ namespace NanoBrain {
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int selectedIndex = System.Array.IndexOf(options, synapse.neuron.name);
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int newIndex = EditorGUILayout.Popup(selectedIndex, options);
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if (newIndex != selectedIndex) {
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// Nucleus selectedNucleus = synapse.neuron.parent.clusterNuclei[newIndex];
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// Neuron newNeuron = selectedNucleus as Neuron;
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Neuron newNeuron = synapse.neuron.parent.prefab.cluster.nuclei[newIndex] as Neuron;
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ChangeSynapse(synapse, newNeuron);
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}
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@ -523,22 +520,6 @@ namespace NanoBrain {
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return connecting;
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}
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// protected virtual void DisconnectNucleus(Neuron nucleus) {
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// if (this.currentNucleus.parent.prefab == null)
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// return;
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// Neuron currentNeuron = this.currentNucleus as Neuron;
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// string[] names = currentNeuron.synapses.Select(synapse => synapse.neuron.name).ToArray();
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// int selectedIndex = -1;
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// selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
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// if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.parent.prefab.cluster.nuclei.Count) {
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// Synapse synapse = currentNeuron.synapses[selectedIndex];
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// synapse.neuron.RemoveReceiver(this.currentNucleus);
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// // synapse = currentNeuron.synapses[selectedIndex];
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// // synapse.neuron.RemoveReceiver(this.currentPrefabNucleus);
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// }
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// }
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protected virtual void DeleteNucleus(Nucleus nucleus) {
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if (nucleus == null)
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return;
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@ -766,6 +766,14 @@ namespace NanoBrain {
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}
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}
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public Neuron GetNeuron(string neuronName) {
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foreach (Nucleus nucleus in this.nuclei) {
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if (nucleus is Neuron neuron && neuron.name == neuronName)
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return neuron;
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}
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return null;
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}
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public bool DeleteNucleus(Nucleus nucleus) {
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if (this.nuclei.Contains(nucleus) == false) {
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// Try to find the nucleus by name
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@ -875,12 +883,12 @@ namespace NanoBrain {
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List<Nucleus> computeOrder = this.computeOrders[startNucleus];
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//if (startNucleus.trace)
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Debug.Log($"Update from {startNucleus.name}");
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// Debug.Log($"Update from {startNucleus.name}");
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foreach (Nucleus nucleus in computeOrder) {
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if (nucleus is not Cluster) {
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nucleus.UpdateStateIsolated();
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//if (startNucleus.trace && nucleus is Neuron neuron)
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Debug.Log($" {nucleus.name}");
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// Debug.Log($" {nucleus.name}");
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if (nucleus is Neuron neuron) {
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foreach (Nucleus receiver in neuron.receivers) {
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if (receiver.parent != this) {
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@ -910,6 +918,12 @@ namespace NanoBrain {
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#endregion Update
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public void Refresh() {
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// This should not be needed, but somehow somewhere the parent is changed...
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foreach (Nucleus nucleus in this.nuclei) {
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if (nucleus is not Neuron neuron)
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continue;
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neuron.parent = this;
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}
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RefreshOutputs();
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RefreshComputeOrders();
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}
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@ -104,6 +104,7 @@ namespace NanoBrain {
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/// <param name="inputValue"></param>
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public virtual void SetBias(Vector3 inputValue) {
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this.bias = inputValue;
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this.lastUpdate = Time.time;
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this.parent?.UpdateFromNucleus(this);
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}
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@ -277,7 +278,7 @@ namespace NanoBrain {
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#endif
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public bool isFiring {
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get {
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SleepCheck();
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//SleepCheck();
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return this.outputMagnitude > 0.5f;
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}
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}
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@ -384,13 +385,15 @@ namespace NanoBrain {
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var result = Combinator();
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this.outputValue = Activator(result);
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this.lastUpdate = Time.time;
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// Debug.Log($"Update Neuron {this.name}");
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}
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protected void CheckSleepingSynapses() {
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foreach (Synapse synapse in this.synapses) {
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if (synapse.isSleeping) {
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synapse.neuron.outputValue = Vector3.zero;
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}
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synapse.neuron.SleepCheck();
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// if (synapse.isSleeping) {
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// synapse.neuron.outputValue = Vector3.zero;
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// }
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}
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}
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@ -32,9 +32,6 @@ namespace CreatureControl {
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public AntennaTouch touchRight;
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public Brain nanoBrain;
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// brain output
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public Neuron targetDirection;
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public Neuron hasFood;
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// brain input
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@ -46,11 +43,13 @@ namespace CreatureControl {
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public Neuron beat;
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public Neuron pheromoneSteering;
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public Neuron hitLeft;
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public Neuron hitRight;
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public Neuron foodReceptor;
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public Neuron homeReceptor;
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// brain output
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public Neuron targetDirection;
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public Neuron hasFood;
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public Vector3 linearVelocity; // = Vector3.forward;
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public Vector3 angularVelocity;
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@ -64,10 +63,9 @@ namespace CreatureControl {
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Cluster brain = this.nanoBrain.brain;
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if (brain != null) {
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//--- brain inputs
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this.beat = brain.GetNucleus("Beat") as Neuron;
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this.hitLeft = brain.GetNucleus("Hit Left") as Neuron;
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this.hitRight = brain.GetNucleus("Hit Right") as Neuron;
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this.beat = brain.GetNeuron("Beat");
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touchLeft.receptor = brain.GetNucleus("Hit Left") as Neuron;
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touchRight.receptor = brain.GetNucleus("Hit Right") as Neuron;
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this.foodReceptor = brain.GetNucleus("Food Receptor") as Neuron;
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this.homeReceptor = brain.GetNucleus("Home Receptor") as Neuron;
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this.pheromoneSteering = brain.GetNucleus("Pheromone Steering") as Neuron;
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@ -87,24 +85,17 @@ namespace CreatureControl {
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Cluster brain = this.nanoBrain.brain;
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if (brain != null) {
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// Try to find the Home Pheromones Neuron
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if (brain.GetNucleus("Home Pheromones") is Neuron homePheromones)
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// and call PlaceHomePheromone when it is firing
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homePheromones.WhenFiring += PlaceHomePheromone;
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// Try to find the Food Pheromones Neuron
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if (brain.GetNucleus("Food Pheromones") is Neuron foodPheromones)
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Neuron foodPheromones = brain.GetNeuron("Food Pheromones");
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if (foodPheromones != null)
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// and call PlaceFoodPheromone when it is firing
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foodPheromones.WhenFiring += PlaceFoodPheromone;
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}
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// Initialize the callbacks for the antenna colliders
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if (touchLeft != null)
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touchLeft.touched += OnAntennaTouchLeft;
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if (touchRight != null)
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touchRight.touched += OnAntennaTouchRight;
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StartCoroutine(Beat());
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}
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@ -124,7 +115,7 @@ namespace CreatureControl {
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public override void Update() {
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base.Update();
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//UpdateSmell();
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UpdateSmell();
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UpdateMovement();
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}
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@ -136,7 +127,7 @@ namespace CreatureControl {
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if (this.targetDirection == null || this.animator == null)
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return;
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Vector3 movementDir = this.targetDirection.outputValue;
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Vector3 movementDir = Quaternion.Euler(0, 180, 0) * this.targetDirection.outputValue;
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this.linearVelocity =
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(1 - this.inertia) * (Time.deltaTime * movementDir.normalized) +
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this.inertia * this.linearVelocity;
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@ -177,8 +168,8 @@ namespace CreatureControl {
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SmellFood(collider);
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SmellHome(collider);
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}
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if (nanoBrain != null && nanoBrain.brain != null)
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nanoBrain.brain.UpdateNuclei();
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// if (nanoBrain != null && nanoBrain.brain != null)
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// nanoBrain.brain.UpdateNuclei();
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}
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void SmellPheromones(Collider thing) {
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@ -215,7 +206,7 @@ namespace CreatureControl {
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Vector3 smellDirection = this.transform.InverseTransformPoint(food.transform.position);
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float distance = smellDirection.magnitude;
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float angle = Vector3.Angle(Vector3.forward, smellDirection);
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float angle = Vector3.Angle(Vector3.back, smellDirection);
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if (angle < smellAngle && distance > 0.01) {
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float intensity = food.StrengthAt(distance);
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foodReceptor?.ProcessStimulus(smellDirection.normalized * intensity); //, food.GetInstanceID(), "food");
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@ -243,19 +234,6 @@ namespace CreatureControl {
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}
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}
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void OnAntennaTouchLeft(Collider other, bool isTouching) {
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Vector3 touchDirection = Vector3.zero;
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if (isTouching)
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touchDirection = this.transform.InverseTransformVector(touchLeft.transform.forward);
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hitLeft?.SetBias(touchDirection);
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}
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void OnAntennaTouchRight(Collider other, bool isTouching) {
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Vector3 touchDirection = Vector3.zero;
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if (isTouching)
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touchDirection = this.transform.InverseTransformVector(touchRight.transform.forward);
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hitRight?.SetBias(touchDirection);
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}
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#endregion Update
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}
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@ -1,17 +1,22 @@
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using System;
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using UnityEngine;
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using NanoBrain;
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using CreatureControl;
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public class AntennaTouch : MonoBehaviour
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{
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public Action<Collider, bool> touched;
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public class AntennaTouch : MonoBehaviour {
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public Neuron receptor;
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public Insect insect;
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protected virtual void Awake() {
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this.insect = GetComponentInParent<Insect>();
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}
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// void OnTriggerEnter(Collider other) {
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// touched?.Invoke(other, true);
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// }
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void OnTriggerStay(Collider other) {
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touched?.Invoke(other, true);
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Vector3 touchDirection = this.insect.transform.InverseTransformVector(this.transform.forward);
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receptor?.SetBias(touchDirection);
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}
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// Perhaps I can leave this out and use the sleep state?
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void OnTriggerExit(Collider other) {
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touched?.Invoke(other, false);
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Vector3 touchDirection = Vector3.zero;
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receptor?.SetBias(touchDirection);
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}
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}
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@ -18,7 +18,7 @@ namespace CreatureControl {
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if (nanoBrain.brain.GetNucleus("Mouth") is Neuron mouthNeuron)
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mouthNeuron.WhenFiring += CheckGrab;
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this.havingFood = nanoBrain.brain.GetNucleus("Having Food") as Neuron;
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this.havingFood = nanoBrain.brain.GetNeuron("Having Food");
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}
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void Start() {
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@ -28,6 +28,7 @@ namespace CreatureControl {
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protected void CheckGrab() {
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if (havingFood == null)
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return;
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Collider[] colliders = Physics.OverlapSphere(this.transform.position, 0.04f);
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foreach (Collider c in colliders) {
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if (havingFood.outputValue.x > 0) {
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590
Samples/Brain/Foraging.asset
Normal file
590
Samples/Brain/Foraging.asset
Normal file
@ -0,0 +1,590 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 60a957541c24c57e78018c202ebb1d9b, type: 3}
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m_Name: Foraging
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m_EditorClassIdentifier:
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cluster:
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name: Foraging
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parent:
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rid: -2
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prefab: {fileID: 11400000}
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instanceCount: 1
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nuclei:
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- rid: 4201949831649034325
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references:
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version: 2
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RefIds:
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- rid: -2
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type: {class: , ns: , asm: }
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- rid: 4201949831649034325
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type: {class: Neuron, ns: NanoBrain, asm: Assembly-CSharp}
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data:
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name: Output
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parent:
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rid: 4201949834634854873
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bias: {x: 0, y: 0, z: -1}
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_synapses:
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- neuron:
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rid: 4201949831649034327
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weight: 1
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- neuron:
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type: {class: Neuron, ns: NanoBrain, asm: Assembly-CSharp}
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data:
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name: Collision
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parent:
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rid: 4201949834634854873
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_synapses:
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- neuron:
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type: {class: Neuron, ns: NanoBrain, asm: Assembly-CSharp}
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data:
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name: Hit Left
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parent:
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rid: 4201949834634854873
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bias: {x: 0, y: 0, z: 0}
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_receivers:
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type: {class: Neuron, ns: NanoBrain, asm: Assembly-CSharp}
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|
||||
name:
|
||||
parent:
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@ -2553,40 +2732,6 @@ MonoBehaviour:
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curveMax: 0
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trace: 0
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_receivers: []
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hitLeft:
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name:
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parent:
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rid: -2
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bias: {x: 0, y: 0, z: 0}
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_synapses: []
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combinator: 0
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_curvePreset: 0
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curve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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curveMax: 0
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trace: 0
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_receivers: []
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hitRight:
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name:
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parent:
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rid: -2
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bias: {x: 0, y: 0, z: 0}
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_synapses: []
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combinator: 0
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_curvePreset: 0
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curve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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curveMax: 0
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trace: 0
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_receivers: []
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foodReceptor:
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name:
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parent:
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@ -2621,6 +2766,40 @@ MonoBehaviour:
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curveMax: 0
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trace: 0
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_receivers: []
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targetDirection:
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name:
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parent:
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rid: -2
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bias: {x: 0, y: 0, z: 0}
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_synapses: []
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combinator: 0
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_curvePreset: 0
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curve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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curveMax: 0
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trace: 0
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_receivers: []
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hasFood:
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name:
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parent:
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rid: -2
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bias: {x: 0, y: 0, z: 0}
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_synapses: []
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combinator: 0
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_curvePreset: 0
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curve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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curveMax: 0
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trace: 0
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_receivers: []
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linearVelocity: {x: 0, y: 0, z: 0}
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angularVelocity: {x: 0, y: 0, z: 0}
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references:
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@ -2628,6 +2807,33 @@ MonoBehaviour:
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RefIds:
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- rid: -2
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type: {class: , ns: , asm: }
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--- !u!54 &7570327242161780228
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7654735227470959086}
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serializedVersion: 4
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m_Mass: 1
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m_Drag: 0
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m_AngularDrag: 0.05
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ImplicitCom: 1
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m_ImplicitTensor: 1
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m_UseGravity: 1
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m_IsKinematic: 1
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m_Interpolate: 0
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m_Constraints: 0
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m_CollisionDetection: 0
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--- !u!4 &8516272057858494884 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 8472647778795970978, guid: c5354e27a3702dfa6838172d55d2ea6f, type: 3}
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|
||||
Loading…
x
Reference in New Issue
Block a user