Files
gpd-924-en/complex_algorithms/Assets/Scripts/GameOfLife/GameOfLife.cs
T
david effcd6f874 add slides for complex algorithms
add unity project for complex algorithms
add example for bezier curves
add example for game of life
2025-05-13 18:12:32 +02:00

126 lines
3.9 KiB
C#

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.name = $"{x:000} / {y:000}";
cell.transform.localPosition = new Vector3(x, y, 0.0f);
_cells[CalculateIndex(x, y)] = cell;
}
}
}
private void SimulateStep()
{
// collect new states
bool[] newStates = new bool[_rows * _columns];
// changing states - apply rules
for (int x = 0; x < _columns; x++)
{
for (int y = 0; y < _rows; y++)
{
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 column, int row)
{
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 = column + dx;
int currentY = row + dy;
// exception: borders
if (currentX < 0 || currentX >= _columns) continue;
if (currentY < 0 || currentY >= _rows) continue;
if (_cells[CalculateIndex(currentX, currentY)].IsAlive) count++;
}
}
return count;
}
public void OnFillGridRandomlyButtonClick()
{
for (int i = 0; i < _cells.Length; i++)
{
_cells[i].IsAlive = Random.value < 0.1f;
}
}
public void OnSimulateStepButtonClick() => SimulateStep();
public void OnResetGridButtonClick()
{
for (int i = 0; i < _cells.Length; i++)
{
_cells[i].IsAlive = false;
}
OnStopSimulationButtonClick();
}
public void OnStartSimulationButtonClick() => InvokeRepeating(nameof(SimulateStep), 0.0f, 0.5f);
public void OnStopSimulationButtonClick() => CancelInvoke(nameof(SimulateStep));
}
}