Initial commit
This commit is contained in:
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20
.editorconfig
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20
.editorconfig
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||||
root = true
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||||
|
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[*.cs]
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# Use tabs for indentation
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||||
indent_style = space # To use spaces, you could set this to 'space'
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indent_size = 2 # Standard C# indent size
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||||
|
||||
# Alignment and Style Rules
|
||||
csharp_indent_case_contents = true
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csharp_new_line_after_open_brace = all
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csharp_new_line_before_open_brace = none
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csharp_new_line_before_else = true
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csharp_new_line_before_catch = true
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csharp_new_line_before_finally = true
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csharp_new_line_before_members_in_object_initializers = true
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csharp_new_line_before_members_in_anonymous_types = true
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||||
csharp_new_line_between_query_expression_clauses = true
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||||
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||||
# Limit the number of characters in a line
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max_line_length = 100 # This setting does not enforce it; it's a guideline.
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6
.gitignore
vendored
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6
.gitignore
vendored
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.vscode
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Library
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Assets/Settings
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Logs
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Temp
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UserSettings
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||||
1293
Assembly-CSharp-Editor.csproj
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1293
Assembly-CSharp-Editor.csproj
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Load Diff
1240
Assembly-CSharp.csproj
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1240
Assembly-CSharp.csproj
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Load Diff
1057
Assets/InputSystem_Actions.inputactions
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1057
Assets/InputSystem_Actions.inputactions
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Load Diff
14
Assets/InputSystem_Actions.inputactions.meta
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14
Assets/InputSystem_Actions.inputactions.meta
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assetBundleVariant:
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script: {fileID: 11500000, guid: 8404be70184654265930450def6a9037, type: 3}
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generateWrapperCode: 0
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wrapperCodePath:
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wrapperClassName:
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wrapperCodeNamespace:
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8
Assets/NanoBrain.meta
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8
Assets/NanoBrain.meta
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fileFormatVersion: 2
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guid: 235b4d678b27ec7458f2b47a618b5355
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Assets/NanoBrain/Editor.meta
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8
Assets/NanoBrain/Editor.meta
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fileFormatVersion: 2
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guid: 3aedf57a50b6dfa46a59457c87b8ef9d
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userData:
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204
Assets/NanoBrain/Editor/GraphEditorWindow.cs
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204
Assets/NanoBrain/Editor/GraphEditorWindow.cs
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using UnityEditor;
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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public class Layer {
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public int ix = 0;
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public List<Neuroid> neuroids = new();
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}
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public class GraphEditorWindow : EditorWindow {
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private Neuroid currentNeuroid;
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private List<Neuroid> allNeuroids;
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private Dictionary<Neuroid, Vector2Int> neuroidPositions = new();
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private List<Layer> layers = new();
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private void OnEnable() {
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EditorApplication.update += EditorUpdate;
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Selection.selectionChanged += OnSelectionChange;
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SelectNeuron();
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}
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private void BuildLayers(List<Neuroid> neuroids) {
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if (neuroids == null)
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return;
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// A temporary list to track what's been added to layers
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this.layers = new();
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HashSet<Neuroid> neuronVisited = new();
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int layerIx = 0;
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// While there are unvisited neuroid
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while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
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// Create the next layer
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Layer currentLayer = new() { ix = layerIx };
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int neuroidIx = 0;
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foreach (Neuroid neuroid in neuroids) {
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// If this neuroid is not visited while its output neuroid is visited
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if (!neuronVisited.Contains(neuroid) && (neuronVisited.Contains(neuroid.outputNeuroid) || neuroid.outputNeuroid == null)) {
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// Add it to the next layer
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currentLayer.neuroids.Add(neuroid);
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// Register it as visited
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neuronVisited.Add(neuroid);
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// Store its position
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Vector2Int neuroidPosition = new(layerIx, neuroidIx);
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neuroidPositions[neuroid] = neuroidPosition;
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neuroidIx++;
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}
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}
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if (currentLayer.neuroids.Count > 0) {
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this.layers.Add(currentLayer);
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layerIx++;
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}
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}
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}
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private void OnDisable() {
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EditorApplication.update -= EditorUpdate;
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Selection.selectionChanged -= OnSelectionChange;
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}
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private void OnSelectionChange() {
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SelectNeuron();
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Repaint();
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}
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private void EditorUpdate() {
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if (EditorApplication.isPlaying)
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Repaint();
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}
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private void OnGUI() {
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GUILayout.Label("Graph Visualizer", EditorStyles.boldLabel);
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DrawGraph();
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}
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private void DrawGraph() {
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if (currentNeuroid == null)
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return;
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foreach (Layer layer in layers)
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DrawLayer(layer);
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// int column = 100;
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// int row = 200;
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// Vector3 parentPos = new(column, row, 0.1f);
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// Handles.DrawSolidDisc(parentPos, Vector3.forward, 15);
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// DrawLayer(2, parentPos);
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}
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// private void DrawLayer(int layerIx, Vector3 parentPos) {
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// int column = layerIx * 100;
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// int nodeCount = currentNeuroid.synapses.Count;
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// float maxValue = 0;
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// foreach (Synapse synapse in currentNeuroid.synapses.Values) {
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// float value = synapse.value.magnitude;
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// if (value > maxValue)
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// maxValue = value;
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// }
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// float spacing = 200f / nodeCount; // Calculate spacing
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// float margin = 100 + spacing / 3;
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// int i = 0;
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// foreach (Synapse synapse in currentNeuroid.synapses.Values) {
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// Vector3 pos = new(column, margin + i * spacing);
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// float brightness = synapse.weight / 10.0f;
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// Handles.color = new Color(brightness, brightness, brightness);
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||||
// Handles.DrawLine(parentPos - Vector3.forward, pos);
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// float size = synapse.value.magnitude / maxValue * 20;
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// Handles.color = Color.white;
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||||
// Handles.DrawSolidDisc(pos, Vector3.forward, size);
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||||
// i++;
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// }
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||||
// }
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||||
|
||||
private void DrawLayer(Layer layer) {
|
||||
int column = layer.ix * 100;
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||||
int nodeCount = layer.neuroids.Count;
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||||
float maxValue = 0;
|
||||
foreach (Neuroid neuroid in layer.neuroids) {
|
||||
float value = neuroid.outputValue.magnitude;
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
}
|
||||
float spacing = 200f / nodeCount;
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||||
float margin = 100 + spacing / 2;
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||||
foreach (Neuroid layerNeuroid in layer.neuroids) {
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Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid];
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||||
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
|
||||
|
||||
int i = 0;
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||||
float inputSpacing = 200f / layerNeuroid.synapses.Count;
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||||
float inputMargin = 100 + inputSpacing / 2;
|
||||
foreach (Synapse synapse in layerNeuroid.synapses.Values) {
|
||||
if (synapse.neuroid != null) {
|
||||
Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
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||||
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
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||||
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||||
float brightness = synapse.weight / 10.0f;
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||||
Handles.color = new Color(brightness, brightness, brightness);
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Handles.DrawLine(parentPos, pos);
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||||
}
|
||||
}
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||||
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||||
float size = layerNeuroid.outputValue.magnitude / maxValue * 20;
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Handles.color = Color.white;
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||||
Handles.DrawSolidDisc(parentPos, Vector3.forward, size);
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||||
Rect neuronRect = new(parentPos.x-size, parentPos.y-size, size*2, size*2);
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||||
if (neuronRect.Contains(Event.current.mousePosition))
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HandleMouseHover(layerNeuroid, neuronRect);
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i++;
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}
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||||
}
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||||
|
||||
private void HandleMouseHover(Neuroid neuroid, Rect rect) {
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// Draw the tooltip
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GUIContent tooltip = new($"{neuroid.name}\n Value: {neuroid.outputValue}");
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||||
Vector2 mousePosition = Event.current.mousePosition;
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||||
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||||
// Display tooltip with some offset
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Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
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Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
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GUI.Box(tooltipRect, tooltip);
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||||
}
|
||||
|
||||
|
||||
// Update node colors based on selected GameObjects
|
||||
private void SelectNeuron() {
|
||||
GameObject[] selectedObjects = Selection.gameObjects;
|
||||
if (selectedObjects.Length == 0)
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||||
return;
|
||||
|
||||
GameObject selectedObject = selectedObjects[0];
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||||
Boid boid = selectedObject.GetComponent<Boid>();
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||||
if (boid == null)
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||||
return;
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||||
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||||
Neuroid neuroid = boid.totalForce;
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this.currentNeuroid = neuroid;
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if (neuroid == null)
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this.allNeuroids = new();
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else
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this.allNeuroids = neuroid.net.neuroids;
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//Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
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BuildLayers(this.allNeuroids);
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Debug.Log($"Layercount = {this.layers.Count}");
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||||
|
||||
}
|
||||
|
||||
[MenuItem("Window/Graph Visualizer")]
|
||||
public static void ShowWindow() {
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||||
GetWindow<GraphEditorWindow>("Graph Visualizer");
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||||
}
|
||||
}
|
||||
2
Assets/NanoBrain/Editor/GraphEditorWindow.cs.meta
Normal file
2
Assets/NanoBrain/Editor/GraphEditorWindow.cs.meta
Normal file
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||||
fileFormatVersion: 2
|
||||
guid: 26e68838038ea5243ae57bc81f4db8a8
|
||||
109
Assets/NanoBrain/Neuroid.cs
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109
Assets/NanoBrain/Neuroid.cs
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|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
public class Synapse {
|
||||
public Synapse(Neuroid neuroid, Vector3 value, float weight) {
|
||||
this.neuroid = neuroid;
|
||||
this.value = value;
|
||||
this.weight = weight;
|
||||
}
|
||||
public Neuroid neuroid;
|
||||
public Vector3 value;
|
||||
public float weight;
|
||||
}
|
||||
|
||||
public class NeuroidNetwork {
|
||||
public List<Neuroid> neuroids = new();
|
||||
|
||||
public Neuroid AddNeuron() {
|
||||
Neuroid neuroid = new(this);
|
||||
return neuroid;
|
||||
}
|
||||
}
|
||||
|
||||
public class Neuroid {
|
||||
public int id;
|
||||
public string name;
|
||||
|
||||
public readonly Dictionary<int, Synapse> synapses = new();
|
||||
|
||||
public Vector3 outputValue;
|
||||
public Neuroid outputNeuroid;
|
||||
public int outputNeurix;
|
||||
|
||||
public enum Mode {
|
||||
Sum,
|
||||
Average,
|
||||
}
|
||||
public Mode mode = Mode.Sum;
|
||||
|
||||
|
||||
public NeuroidNetwork net;
|
||||
|
||||
public Neuroid(NeuroidNetwork net) {
|
||||
this.net = net;
|
||||
this.net.neuroids.Add(this);
|
||||
}
|
||||
|
||||
public void SetOutputTo(Neuroid neuroid) {
|
||||
this.outputNeuroid = neuroid;
|
||||
// neuroid.inputNeuroids.Add(this);
|
||||
this.outputNeurix = this.id;
|
||||
}
|
||||
|
||||
public void ResetWeights() {
|
||||
foreach (Synapse synapse in synapses.Values)
|
||||
synapse.weight = 1.0f;
|
||||
}
|
||||
|
||||
public void SetWeight(Neuroid input, float weight) {
|
||||
if (synapses.ContainsKey(input.id))
|
||||
synapses[input.id] = new(input, synapses[input.id].value, weight);
|
||||
else
|
||||
synapses[input.id] = new(input, Vector3.zero, weight);
|
||||
}
|
||||
|
||||
public void GetInputFrom(Neuroid input, float weight = 1.0f) {
|
||||
input.id = this.synapses.Count;
|
||||
input.SetOutputTo(this);
|
||||
synapses[input.id] = new(input, Vector3.zero, weight);
|
||||
}
|
||||
|
||||
public void SetInput(int inputId, Vector3 value) {
|
||||
if (synapses.ContainsKey(inputId))
|
||||
synapses[inputId].value = value;
|
||||
else
|
||||
synapses[inputId] = new(null, value, 1.0f);
|
||||
UpdateState();
|
||||
}
|
||||
public void SetInput(int inputIx, Vector3 value, float weight) {
|
||||
if (synapses.ContainsKey(inputIx)) {
|
||||
Synapse synapse = synapses[inputIx];
|
||||
synapse.value = value;
|
||||
synapse.weight = weight;
|
||||
}
|
||||
else
|
||||
synapses[inputIx] = new(null, value, weight);
|
||||
UpdateState();
|
||||
}
|
||||
|
||||
void UpdateState() {
|
||||
Vector3 sum = Vector3.zero;
|
||||
foreach (Synapse synapse in synapses.Values)
|
||||
sum += synapse.value * synapse.weight;
|
||||
|
||||
this.outputValue = Activation(sum);
|
||||
this.outputNeuroid?.SetInput(this.outputNeurix, this.outputValue);
|
||||
}
|
||||
|
||||
Vector3 Activation(Vector3 sum) {
|
||||
return mode switch {
|
||||
Mode.Sum => sum,
|
||||
Mode.Average => sum / synapses.Count,
|
||||
_ => sum,
|
||||
};
|
||||
//return sum; //(sum.magnitude > 0.5f) ? sum : Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/NanoBrain/Neuroid.cs.meta
Normal file
2
Assets/NanoBrain/Neuroid.cs.meta
Normal file
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|
||||
fileFormatVersion: 2
|
||||
guid: 771f64aec709af240a39b1d918bbc829
|
||||
14
Assets/NanoBrain/NeuroidBehaviour.cs
Normal file
14
Assets/NanoBrain/NeuroidBehaviour.cs
Normal file
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|
||||
using UnityEngine;
|
||||
|
||||
public class NeuroidBehaviour : MonoBehaviour
|
||||
{
|
||||
public Neuroid neuroid;
|
||||
public GameObject thing;
|
||||
|
||||
public void Start() {
|
||||
Debug.Log("Neuroid start");
|
||||
}
|
||||
public void Update() {
|
||||
Debug.Log("Neuroid update");
|
||||
}
|
||||
}
|
||||
2
Assets/NanoBrain/NeuroidBehaviour.cs.meta
Normal file
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Assets/NanoBrain/NeuroidBehaviour.cs.meta
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||||
fileFormatVersion: 2
|
||||
guid: dded3a10fb4fd894383b44483dd47382
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8
Assets/Scenes.meta
Normal file
8
Assets/Scenes.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: 9c53962885c2c4f449125a979d6ad240
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
|
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scenes/Ants.meta
Normal file
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Assets/Scenes/Ants.meta
Normal file
@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
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guid: 246e42bf1c25a1e4cbfdbc5e96380e9e
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scenes/Boids.meta
Normal file
8
Assets/Scenes/Boids.meta
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@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
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guid: a1c9265a3bf408f418dddc32d192849b
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userData:
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assetBundleName:
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assetBundleVariant:
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17
Assets/Scenes/Boids/Boid Graph.asset
Normal file
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Assets/Scenes/Boids/Boid Graph.asset
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|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
|
||||
MonoBehaviour:
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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: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
|
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m_Script: {fileID: 11500000, guid: 95e66c6366d904e98bc83428217d4fd7, type: 3}
|
||||
m_Name: Boid Graph
|
||||
m_EditorClassIdentifier: Unity.VisualScripting.Flow::Unity.VisualScripting.ScriptGraphAsset
|
||||
_data:
|
||||
_json: '{"graph":{"variables":{"Kind":"Flow","collection":{"$content":[],"$version":"A"},"$version":"A"},"controlInputDefinitions":[],"controlOutputDefinitions":[],"valueInputDefinitions":[],"valueOutputDefinitions":[],"title":null,"summary":null,"pan":{"x":0.0,"y":0.0},"zoom":1.0,"elements":[],"$version":"A"}}'
|
||||
_objectReferences: []
|
||||
8
Assets/Scenes/Boids/Boid Graph.asset.meta
Normal file
8
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7
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94
Assets/Scenes/Boids/Scripts/Boid.cs
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94
Assets/Scenes/Boids/Scripts/Boid.cs
Normal file
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using UnityEngine;
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||||
|
||||
|
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public class Boid : MonoBehaviour {
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public float speed = 0.2f;
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public int neighbourCount = 0;
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public float inertia = 0.2f;
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public float alignmentForce = 1.0f;
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public float cohesionForce = 1.0f;
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public float separationForce = 1.0f;
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public float separationDistance = 0.5f;
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public float bodyForce = 1;
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public SwarmControl sc;
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public Vector3 velocity = Vector3.zero;
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public Vector3 acceleration = Vector3.zero;
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readonly Collider[] results = new Collider[10];
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public NeuroidNetwork neuroidNet = new();
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public Neuroid bodyVector;
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public Neuroid cohesion;
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public Neuroid alignment;
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public Neuroid separation;
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public Neuroid target;
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public Neuroid totalForce;
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void Awake() {
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this.id = this.GetInstanceID();
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sc = FindFirstObjectByType<SwarmControl>();
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cohesion = new(neuroidNet) { name = "Cohesion", mode = Neuroid.Mode.Sum };
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alignment = new(neuroidNet) { name = "Alignment", mode = Neuroid.Mode.Average };
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separation = new(neuroidNet) { name = "Separation", mode = Neuroid.Mode.Sum };
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target = new(neuroidNet) { name = "Target", mode = Neuroid.Mode.Sum };
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totalForce = new(neuroidNet) { name = "Total force", mode = Neuroid.Mode.Sum };
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totalForce.GetInputFrom(alignment, sc.alignmentForce);
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totalForce.GetInputFrom(cohesion, sc.cohesionForce);
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totalForce.GetInputFrom(separation, sc.separationForce);
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totalForce.GetInputFrom(target, sc.bodyForce);
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}
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void Update() {
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Physics.OverlapSphereNonAlloc(this.transform.position, 10, results);
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neighbourCount = 0;
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cohesion.ResetWeights();
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alignment.ResetWeights();
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separation.ResetWeights();
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foreach (Collider c in results) {
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if (c == null || c as CapsuleCollider == null)
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continue;
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Boid neighbour = c.GetComponentInParent<Boid>();
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if (neighbour == null || neighbour == this)
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continue;
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Vector3 localPosition = neighbour.transform.position - this.transform.position;
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Vector3 relativeVelocity = neighbour.velocity - this.velocity;
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int id = neighbour.GetInstanceID();
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Vector3 separationForce = -localPosition / localPosition.sqrMagnitude;
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// which is equivalent to -(localPosition.normalized / localPosition.magnitude)
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separation.SetInput(id, separationForce, sc.separationDistance);
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cohesion.SetInput(id, localPosition);
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alignment.SetInput(id, relativeVelocity);
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neighbourCount++;
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}
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Vector3 totalForceVector = totalForce.outputValue;
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//Debug.DrawRay(this.transform.position, totalForceVector, Color.magenta);
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|
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this.velocity = (1 - sc.inertia) * (totalForceVector * Time.deltaTime) + sc.inertia * velocity + (sc.speed * transform.forward);
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//this.velocity = Vector3.ClampMagnitude(this.velocity, sc.speed);
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this.transform.position += this.velocity * Time.deltaTime;
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if (this.velocity != Vector3.zero) {
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Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
|
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation
|
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}
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}
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}
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2
Assets/Scenes/Boids/Scripts/Boid.cs.meta
Normal file
2
Assets/Scenes/Boids/Scripts/Boid.cs.meta
Normal file
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14
Assets/Scenes/Boids/Scripts/SwarmControl.cs
Normal file
14
Assets/Scenes/Boids/Scripts/SwarmControl.cs
Normal file
@ -0,0 +1,14 @@
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using UnityEngine;
|
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public class SwarmControl : MonoBehaviour
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{
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public float speed = 0.5f;
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//public int neighbourCount = 0;
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public float bodyForce = 20;
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}
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2
Assets/Scenes/Boids/Scripts/SwarmControl.cs.meta
Normal file
2
Assets/Scenes/Boids/Scripts/SwarmControl.cs.meta
Normal file
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32
Assets/Scenes/Boids/Scripts/SwarmSpawner.cs
Normal file
32
Assets/Scenes/Boids/Scripts/SwarmSpawner.cs
Normal file
@ -0,0 +1,32 @@
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using System.Collections;
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using UnityEngine;
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public class SwarmSpawn : MonoBehaviour {
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public int count = 1;
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public GameObject boidPrefab;
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public Vector3 spawnAreaSize = new(0.5f, 0.5f, 0.5f); // Size of the area to spawn the prefab
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void Start() {
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StartCoroutine(SpawnPrefab());
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}
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IEnumerator SpawnPrefab() {
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for (int i = 0; i < count; i++) {
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float delay = Random.Range(minDelay, maxDelay);
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yield return new WaitForSeconds(delay);
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Random.Range(-spawnAreaSize.x / 2, spawnAreaSize.x / 2),
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Random.Range(-spawnAreaSize.y / 2, spawnAreaSize.y / 2),
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Random.Range(-spawnAreaSize.z / 2, spawnAreaSize.z / 2)
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);
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// Instantiate the prefab at the random position relative to the spawner
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Instantiate(boidPrefab, transform.position + randomPosition, Random.rotation);
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}
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}
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}
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2
Assets/Scenes/Boids/Scripts/SwarmSpawner.cs.meta
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2
Assets/Scenes/Boids/Scripts/SwarmSpawner.cs.meta
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432
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|
||||
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|
||||
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|
||||
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|
||||
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||||
487
ProjectSettings/InputManager.asset
Normal file
487
ProjectSettings/InputManager.asset
Normal file
@ -0,0 +1,487 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!13 &1
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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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|
||||
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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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||||
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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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positiveButton: page down
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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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||||
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||||
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35
ProjectSettings/MemorySettings.asset
Normal file
35
ProjectSettings/MemorySettings.asset
Normal file
@ -0,0 +1,35 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!387306366 &1
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||||
MemorySettings:
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||||
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m_EditorMemorySettings:
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||||
m_ThreadAllocatorBlockSize: -1
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m_MainGfxBlockSize: -1
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m_ThreadGfxBlockSize: -1
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m_CacheBlockSize: -1
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m_TypetreeBlockSize: -1
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||||
m_ProfilerBlockSize: -1
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m_ProfilerEditorBlockSize: -1
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||||
m_BucketAllocatorGranularity: -1
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m_BucketAllocatorBucketsCount: -1
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||||
m_BucketAllocatorBlockSize: -1
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||||
m_BucketAllocatorBlockCount: -1
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||||
m_ProfilerBucketAllocatorGranularity: -1
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||||
m_ProfilerBucketAllocatorBucketsCount: -1
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||||
m_ProfilerBucketAllocatorBlockSize: -1
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||||
m_ProfilerBucketAllocatorBlockCount: -1
|
||||
m_TempAllocatorSizeMain: -1
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||||
m_JobTempAllocatorBlockSize: -1
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||||
m_BackgroundJobTempAllocatorBlockSize: -1
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m_JobTempAllocatorReducedBlockSize: -1
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||||
m_TempAllocatorSizeGIBakingWorker: -1
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||||
m_TempAllocatorSizeNavMeshWorker: -1
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||||
m_TempAllocatorSizeAudioWorker: -1
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m_TempAllocatorSizeCloudWorker: -1
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||||
m_TempAllocatorSizeGfx: -1
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||||
m_TempAllocatorSizeJobWorker: -1
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||||
m_TempAllocatorSizeBackgroundWorker: -1
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||||
m_TempAllocatorSizePreloadManager: -1
|
||||
m_PlatformMemorySettings: {}
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7
ProjectSettings/MultiplayerManager.asset
Normal file
7
ProjectSettings/MultiplayerManager.asset
Normal file
@ -0,0 +1,7 @@
|
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%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!655991488 &1
|
||||
MultiplayerManager:
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m_ObjectHideFlags: 0
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m_EnableMultiplayerRoles: 0
|
||||
m_StrippingTypes: {}
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||||
91
ProjectSettings/NavMeshAreas.asset
Normal file
91
ProjectSettings/NavMeshAreas.asset
Normal file
@ -0,0 +1,91 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!126 &1
|
||||
NavMeshProjectSettings:
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m_ObjectHideFlags: 0
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||||
serializedVersion: 2
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areas:
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- name: Walkable
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||||
cost: 1
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- name: Not Walkable
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||||
cost: 1
|
||||
- name: Jump
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||||
cost: 2
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||||
- name:
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||||
cost: 1
|
||||
- name:
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cost: 1
|
||||
- name:
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cost: 1
|
||||
- name:
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cost: 1
|
||||
- name:
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cost: 1
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- name:
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cost: 1
|
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- name:
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cost: 1
|
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- name:
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cost: 1
|
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- name:
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cost: 1
|
||||
- name:
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cost: 1
|
||||
- name:
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cost: 1
|
||||
- name:
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cost: 1
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- name:
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cost: 1
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- name:
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cost: 1
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- name:
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cost: 1
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- name:
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|
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- name:
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- name:
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- name:
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- name:
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15
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40
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40
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m_CaptureEditorExceptions: 1
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UnityPurchasingSettings:
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m_Enabled: 0
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m_TestMode: 0
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UnityAnalyticsSettings:
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m_TestMode: 0
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m_InitializeOnStartup: 1
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m_PackageRequiringCoreStatsPresent: 0
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UnityAdsSettings:
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m_Enabled: 0
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m_InitializeOnStartup: 1
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m_TestMode: 0
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m_IosGameId:
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m_AndroidGameId:
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m_GameIds: {}
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m_GameId:
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PerformanceReportingSettings:
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m_Enabled: 0
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12
ProjectSettings/VFXManager.asset
Normal file
12
ProjectSettings/VFXManager.asset
Normal file
@ -0,0 +1,12 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_ObjectHideFlags: 0
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m_IndirectShader: {fileID: 0}
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m_CopyBufferShader: {fileID: 0}
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m_SortShader: {fileID: 0}
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m_StripUpdateShader: {fileID: 0}
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m_RenderPipeSettingsPath:
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m_FixedTimeStep: 0.016666668
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m_MaxDeltaTime: 0.05
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8
ProjectSettings/VersionControlSettings.asset
Normal file
8
ProjectSettings/VersionControlSettings.asset
Normal file
@ -0,0 +1,8 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Mode: Visible Meta Files
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m_CollabEditorSettings:
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inProgressEnabled: 1
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21
ProjectSettings/VisualScriptingSettings.asset
Normal file
21
ProjectSettings/VisualScriptingSettings.asset
Normal file
@ -0,0 +1,21 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 65bae8b9f1bd244b3a27e92af4b23b2a, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.VisualScripting.Core::Unity.VisualScripting.DictionaryAsset
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10
ProjectSettings/XRSettings.asset
Normal file
10
ProjectSettings/XRSettings.asset
Normal file
@ -0,0 +1,10 @@
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{
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"m_SettingKeys": [
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"VR Device Disabled",
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"VR Device User Alert"
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"False",
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"False"
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]
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}
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||||
Loading…
x
Reference in New Issue
Block a user