public override void Execute()
            {
                // reset the world event output; the engine can set a new world event output, but it will only last 1 step
                Owner.WorldEventOutput.Fill(0.0f);

                ActionInputType input = DecodeAction();

                // The engine updates the world's memory blocks based on agent's input
                Owner.Engine.Step(input);
            }
Beispiel #2
0
 public WeaponAction GetAction(ActionInputType type)
 {
     for (int i = 0; i < Actions.Length; i++)
     {
         if (Actions[i].InputType == type)
         {
             return(Actions[i]);
         }
     }
     return(null);
 }
Beispiel #3
0
 public ActionSlot GetActionSlot(ActionInputType type)
 {
     for (int i = 0; i < Slots.Length; i++)
     {
         if (Slots[i].InputType == type)
         {
             return(Slots[i]);
         }
     }
     return(null);
 }