Added unity project for bezier curve & Game Of Life examples

This commit is contained in:
2026-05-19 12:43:30 +02:00
parent 8c57b79ecb
commit 40fe50dd98
152 changed files with 70522 additions and 0 deletions
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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 = false;
public bool IsAlive
{
get => _isAlive;
set
{
_isAlive = value;
_meshRenderer.material = value ? _aliveMaterial : _deadMaterial;
}
}
private MeshRenderer _meshRenderer;
private void Awake()
{
_meshRenderer = GetComponent<MeshRenderer>();
IsAlive = false;
}
public void OnPointerClick(PointerEventData eventData)
{
IsAlive = !IsAlive;
}
}
}
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fileFormatVersion: 2
guid: 26d92d28abca4e378b86ccbf440bd05c
timeCreated: 1779183136
@@ -0,0 +1,119 @@
using UnityEngine;
namespace DefaultNamespace.GameOfLife
{
public class GameOfLife : MonoBehaviour
{
[SerializeField] private Cell _cellPrefab;
[SerializeField, Range(5, 100)] private int _rows = 10;
[SerializeField, Range(5, 100)] private int _columns = 10;
private Cell[] _cells;
private int CalculateIndex(int column, int row) => row * _columns + column;
private void Start()
{
_cells = new Cell[_rows * _columns];
for (int x = 0; x < _columns; x++)
{
for (int y = 0; y < _rows; y++)
{
int index = CalculateIndex(x, y);
Cell cell = Instantiate(_cellPrefab, transform);
cell.name = $"{x:000} / {y:000} (index: {index})";
cell.transform.localPosition = new Vector3(x, y, 0.0f);
_cells[index] = cell;
}
}
}
private void SimulateStep()
{
// collect new states
bool[] newStates = new bool[_cells.Length];
// change 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: two or three neighbors => stay live
// if (neighbors == 2 || neighbors == 3) cellState = true;
if (neighbors is 2 or 3) cellState = true; // both conditions are the same
// 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;
}
}
// apply 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 currentColumn = column + dx;
int currentRow = row + dy;
// exceptions: borders
if (currentColumn < 0 || currentColumn >= _columns) continue;
if (currentRow < 0 || currentRow >= _rows) continue;
if (_cells[CalculateIndex(currentColumn, currentRow)].IsAlive) count++;
}
}
return count;
}
public void OnSimulateButtonClick() => SimulateStep();
public void OnResetButtonClick()
{
for (int i = 0; i < _cells.Length; i++)
{
_cells[i].IsAlive = false;
}
CancelInvoke(nameof(SimulateStep));
}
public void OnStartSimulationButtonClick() => InvokeRepeating(nameof(SimulateStep), 0f, 0.5f);
public void OnStopSimulationButtonClick() => CancelInvoke(nameof(SimulateStep));
}
}
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fileFormatVersion: 2
guid: fd70f916c0094174bcdea5ceb30c7ec9
timeCreated: 1779183716