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Fish
This prefab spawns as a child component of the FishSystem prefab when the game is started. It is therefore not necessary to place this prefab in the scene. The prefab has no paramateres that can be set in the Inspector, and gets all necessary data from the parent FishSystem component.
The fish component swims randomly when idle (before game is started, or when game is completed), swim up when hungry if fed, and return when full. These states are decided by the parent FishSystem component. New random directions are generated when its current target is reached.
This prafab has LOD (level of detail). There are three levels: 3D-model, sprite, and culled. The exact distances from the camera at which these transition can be adjusted in the LOD Group component.
Authors:
Trym Lund Flogard
Emil Aron Andresen Mathiesen
Tor Jacob Neple
Quynh-Lan Nguyen Pham
Markus Aleksander Råkil Johansen
Jon Pape Hallem
Herman Sætre
Mikkel Emil Lange Friis
Peter Olai Johnsen
The reception scene is the first scene the player will find themselves in after the application has started. It serves as a central hub between the different work place scenarios.
The fish laboratory is a subsystem of blue-sector, which runs a simulation of tasks related to analysing the health of the salmon population in a fish farm.
The fish factory is a subsystem of blue-sector, which runs a simulation of several tasks at a farmed Atlantic salmon processing facility.
Fish feeding is a subsystem of blue-sector, which runs a simulation of feeding salmon in a fish farming facility.
This section is related to the improvements to the NPC AI functionality and the connecting system that it now works with.