<commit_before>﻿using UnityEngine;
using System.Collections;

public class BoidGroupController : MonoBehaviour
{
	
	public GameObject boidPrefab;
	public int boidCount = 10;
	public float minDistance = 5.0f;
	public float maxSubGroupDistance = 25.0f;
	public float alignmentWeight = 2, cohesionWeight = 1, interGroupSeparationWeight = 1, intraGroupSeparationWeight = 1, crystalFormationWeight = 1;
	public int crystalSites = 2;
	public float crystalDistance = 5, crystalAngleRad = 0;
	public float maxSpeed = 4.0f;
	public float wallBounceSpeed = 0.5f;
	public int xMin = 0, xMax = 100, yMin = 0, yMax = 100, zMin = 0, zMax = 100;
	public bool Grid2D = false;
	
	void Start ()
	{	
		GameObject boid;
		crystalAngleRad = 360 / crystalSites;
		for ( int i = 0; i < boidCount; i++ ) {
			boid = (GameObject) Instantiate( boidPrefab, 
											new Vector3( Random.Range( 0.0f, 240.0f ),
											0.98f,
											Random.Range( 0.0f, 110.0f ) ),
											transform.rotation );
			boid.transform.parent = this.transform;
		}	
	}<commit_msg>Testing merging.<commit_after>﻿using UnityEngine;
using System.Collections;

public class BoidGroupController : MonoBehaviour
{
	
	public GameObject boidPrefab;
	public int boidCount = 10;
	public float minDistance = 5.0f;
	public float maxSubGroupDistance = 25.0f;
	public float alignmentWeight = 2, cohesionWeight = 1, interGroupSeparationWeight = 1, intraGroupSeparationWeight = 1, crystalFormationWeight = 1;
	public int crystalSites = 2;
	public float crystalDistance = 5, crystalAngleRad = 0;
	public float maxSpeed = 4.0f;
	public float wallBounceSpeed = 0.5f;
	public int xMin = 0, xMax = 100, yMin = 0, yMax = 100, zMin = 0, zMax = 100;
	public bool Grid2D = false;
	private bool test = true;
	
	void Start ()
	{	
		GameObject boid;
		crystalAngleRad = 360 / crystalSites;
		for ( int i = 0; i < boidCount; i++ ) {
			boid = (GameObject) Instantiate( boidPrefab, 
											new Vector3( Random.Range( 0.0f, 240.0f ),
											0.98f,
											Random.Range( 0.0f, 110.0f ) ),
											transform.rotation );
			boid.transform.parent = this.transform;
		}	
	}
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