add complex algorithm unity project

This commit is contained in:
2024-10-31 12:30:20 +01:00
parent fb4393be3b
commit bda41ee50b
168 changed files with 72065 additions and 0 deletions
@@ -0,0 +1,38 @@
using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace DefaultNamespace.GameOfLife
{
[RequireComponent(typeof(MeshRenderer))]
public class Cell : MonoBehaviour, IPointerClickHandler
{
[SerializeField] private Material _aliveMaterial;
[SerializeField] private Material _deadMaterial;
private bool _isAlive;
public bool IsAlive
{
get => _isAlive;
set
{
_isAlive = value;
_meshRenderer.material = _isAlive ? _aliveMaterial : _deadMaterial;
}
}
private MeshRenderer _meshRenderer;
private void Awake()
{
_meshRenderer = GetComponent<MeshRenderer>();
IsAlive = false;
}
public void OnPointerClick(PointerEventData eventData)
{
IsAlive = !IsAlive;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7becbdb21488469fa938aa758663fcda
timeCreated: 1730369913
@@ -0,0 +1,131 @@
using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace DefaultNamespace.GameOfLife
{
public class GameOfLife : MonoBehaviour
{
[SerializeField] private Cell _cellPrefab;
[SerializeField, Range(10, 999)] private int _rows = 50;
[SerializeField, Range(10, 999)] private int _columns = 50;
private Cell[] _cells;
private int CalculateIndex(int x, int y) => x + y * _columns;
private void Start()
{
_cells = new Cell[_rows * _columns];
for (int x = 0; x < _columns; x++)
{
for (int y = 0; y < _rows; y++)
{
Cell cell = Instantiate(_cellPrefab, transform);
cell.transform.position = new Vector3(x, y, 0.0f);
cell.name = $"{x:000} / {y:000}";
_cells[CalculateIndex(x, y)] = cell;
}
}
}
private void SimulateStep()
{
// collect new states
bool[] newStates = new bool[_rows * _columns];
for (int x = 0; x < _columns; x++)
{
for (int y = 0; y < _rows; y++)
{
// apply rules
int index = CalculateIndex(x, y);
bool cellState = _cells[index].IsAlive;
int neighbors = CountNeighbors(x, y);
if (cellState)
{
// cell is alive
// rule 1: less than two neighbors => die
if (neighbors < 2) cellState = false;
// rule 2 : equal to two or three neighbors => stay alive
if (neighbors is 2 or 3) cellState = true;
// rule 3: more than three neighbors => die
if (neighbors > 3) cellState = false;
}
else
{
// cell is dead
// rule 4: equal to three neighbors => birth
if (neighbors == 3) cellState = true;
}
newStates[index] = cellState;
}
}
// transfer new states
for (int i = 0; i < _cells.Length; i++)
{
_cells[i].IsAlive = newStates[i];
}
}
private int CountNeighbors(int x, int y)
{
int count = 0;
for (int dx = -1; dx <= 1; dx++)
{
for (int dy = -1; dy <= 1; dy++)
{
// exception: own cell
if (dx == 0 && dy == 0) continue;
int currentX = x + dx;
int currentY = y + dy;
// exception: borders
if (currentX < 0 || currentX >= _columns) continue;
if (currentY < 0 || currentY >= _rows) continue;
if (_cells[CalculateIndex(currentX, currentY)].IsAlive) count++;
}
}
return count;
}
private void ResetGrid()
{
for (int i = 0; i < _cells.Length; i++)
{
_cells[i].IsAlive = false;
}
}
private void FillGridRandomly()
{
for (int i = 0; i < _cells.Length; i++)
{
_cells[i].IsAlive = Random.value < 0.1f;
}
}
public void OnSimulateStepButtonClick() => SimulateStep();
public void OnResetButtonClick()
{
ResetGrid();
OnStopSimulationButtonClick();
}
public void OnStartSimulationButtonClick() => InvokeRepeating(nameof(SimulateStep), 0.0f, 0.5f);
public void OnStopSimulationButtonClick() => CancelInvoke();
public void OnFillGridRandomlyButtonClick() => FillGridRandomly();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 49cb0230767d434b93f45ea3290f01a3
timeCreated: 1730370459