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RecursionTree.cs
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executable file
·87 lines (70 loc) · 2.06 KB
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class RecursionTree : MonoBehaviour
{
public RecursionTree twigReference;
public float twigLength = 1.0f;
public float spreadAngle = 30.0f;
public float iterations = 3;
public float splits = 3;
public float windAngle = 10.0f;
public float minWindChangeTime = 1.0f;
public float maxWindChangeTime = 5.0f;
private List<Transform> childList = new List<Transform>();
private bool doneParenting = false;
private Quaternion originalRotation;
[HideInInspector]
public bool root = true;
private static Quaternion goalRotation;
// Use this for initialization
void Start ()
{
if(iterations >= 1)
{
for(int i = 0; i < splits; i++)
{
Quaternion currentRotation = Quaternion.LookRotation(transform.forward);
Quaternion randomRotation = Random.rotation;
Quaternion twigRotation = Quaternion.RotateTowards(currentRotation,randomRotation,Random.Range(0.0f,spreadAngle));
RecursionTree instance = Instantiate(twigReference,transform.position+transform.forward*twigLength,twigRotation) as RecursionTree;
instance.iterations = iterations - 1;
instance.root = false;
childList.Add(instance.transform);
}
}
originalRotation = transform.rotation;
if(root)
{
WindChange();
Invoke("WindChange",Random.Range(minWindChangeTime,maxWindChangeTime));
}
}
void WindChange()
{
goalRotation = Random.rotation;
Invoke("WindChange",Random.Range(minWindChangeTime,maxWindChangeTime));
}
// Update is called once per frame
void Update ()
{
if(!doneParenting)
{
foreach(Transform child in childList)
{
child.parent = transform;
}
doneParenting = true;
}
else
{
//Quaternion randomRotation = Random.rotation;
Quaternion maxRotation = Quaternion.RotateTowards(originalRotation,goalRotation,windAngle);
transform.rotation = Quaternion.RotateTowards(transform.rotation,maxRotation,Random.Range(0.0f,windAngle*Time.deltaTime));
}
if(root)
{
Debug.DrawRay(transform.position,goalRotation*transform.forward);
}
}
}