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Fish System
This prefab is the implementation of the fish cage. It instantiates Fish components as children of itself, and contains all the logic for determining the fish's behaviour. This includes hunger state, dimensions of the swimmable area, and so on.
The component is shaped like a cylinder which is divided into two zones. The lower half is where fish go when full, and the upper half is where they go when hungry.
The FishSystem component has many attributes which can be set in Unity's Inspector:
- Merd Nr: Identificating number
- Fish: Fish component
- Radius: The system's radius
- Height: The system's height
- Amount Of Fish: The amount of fish which will be instantiated within this system
- Fullness Divider: A float between 0 and 1 which decides where the fish cage is divided between full and hunger zone
- Swim Speed (vertical and horisonal): Float values which decide vertical and horisontal swim speed respectively
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.