Inheritance: MonoBehaviour
        public static IDisposable SetTemporaryState(AppBarStates state)
        {
            Resetter resetter = new Resetter(GetTaskbarState());

            SetTaskbarState(state);
            return(resetter);
        }
Beispiel #2
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 public BotManager(Config cfg, AI ai, SlotObservation observation, Resetter resetter)
 {
     _cfg         = cfg;
     _ai          = ai;
     _observation = observation;
     _resetter    = resetter;
 }
Beispiel #3
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    // Called by Trainer.Initialize after trainer & ant have been cloned.
    public void Initialize(Vector3 localPos)
    {
        Transform sb = transform.parent.Find("Sandbox");

        sandbox            = sb.GetComponent <Sandbox>();
        transform.position = Util.GetGroundPos(sb.position + localPos, Vector3.up * 0.5f);
        transform.LookAt(sb.position);
        defaults = new Resetter(transform);

        if (hasGaitOsc)
        {
            osc = new GaitOsc();
        }

        if (hasTarget)
        {
            target = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
            target.GetComponent <Renderer>().material.color = Color.red;
            target.parent = transform.parent;
        }

        ant = GetComponent <Ant>();
        ant.Initialize(hasTrail);

        ReSet();
    }
    public Resetter GetRestter()
    {
        Resetter.SetTransRotSpeed(translationSpeed, rotationSpeed);
        Resetter resetter;

        switch (resetType)
        {
        case ResetType.Null:
            resetter = new NullResetter();
            break;

        case ResetType.TwoOneTurn:
            resetter = new TwoOneTurnResetter();
            break;

        case ResetType.FreezeTurn:
            resetter = new FreezeTurnResetter();
            break;

        default:
            resetter = new NullResetter();
            break;
        }

        return(resetter);
    }
Beispiel #5
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    IEnumerator Restart()
    {
        GameObject.Find("Character").GetComponent <Move>().enabled = false;
        yield return(new WaitForSeconds(delay));

        Resetter.Reset();
    }
Beispiel #6
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    // Update is called once per frame
    void Update()
    {
        PlayerScript        PlayerScript        = GetComponent <PlayerScript>();
        TimeTravelIndicator TimeTravelIndicator = GetComponent <TimeTravelIndicator>();

        if (frameNum % framerate == 0) //every big frame, record the player's actions
        {
            bool didSword = PlayerScript.didSword;
            bool didShoot = PlayerScript.didShoot;

            CloneLocation toAdd = new CloneLocation(transform.position,
                                                    playerRotation.transform.rotation.eulerAngles, didSword, didShoot);

            if (didShoot)
            {
                PlayerScript.didShoot = false;
            }
            if (didSword)
            {
                PlayerScript.didSword = false;
            }

            locations.Add(key, toAdd); //Add the player's current location to the locations map
            key++;                     //The location's number
        }

        frameNum++;

        int charge = PlayerScript.getCharges();

        if (charge >= currLevelCharges())                                   //go back in time
        {
            newClone = Instantiate(clone);                                  //create the clone

            PlayerScript.resetCharges();                                    //set charges to 0

            TimeTravelIndicator.setFlash("white");                          //flashes the screen white

            Resetter resetter = nonPlayerObjects.GetComponent <Resetter>(); //resets the location of everything
            resetter.reset = true;
            bucket.GetComponent <BucketScript>().reset();                   //resets the bucket's status

            timer.GetComponent <Timer>().reset();                           //resets the timer

            locations.Add(key, DESTROY_CLONE);                              //Adds a marker - the past self should be destroyed here
            key++;
        }

        if ((newClone != null) && (frameNum % framerate == 0)) //every big frame, update the clone
        {
            CloneLocation toSet       = (CloneLocation)locations[key2];
            CloneScript   cloneScript = newClone.GetComponent <CloneScript>();
            if (!PlayerScript.getPause())       //Pauses the clone
            {
                cloneScript.setLocation(toSet); //set the clone's location
                key2++;
            }
        }
    }
 public RedirectedUnit()
 {
     redirector = new Redirector();
     resetter   = new Resetter();
     controller = new SimulationController();
     resultData = new ResultData();
     id         = -1;
     status     = "UNDEFINED"; // TODO: 이래도 되나?
 }
Beispiel #8
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 void GetResetter()
 {
     resetter = this.gameObject.GetComponent <Resetter>();
     if (resetter == null)
     {
         this.gameObject.AddComponent <NullResetter>();
     }
     resetter = this.gameObject.GetComponent <Resetter>();
 }
Beispiel #9
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 public void RemoveResetter()
 {
     this.resetter = this.gameObject.GetComponent <Resetter>();
     if (this.resetter != null)
     {
         Destroy(resetter);
     }
     resetter = null;
 }
Beispiel #10
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    public override void InitializeAgent()
    {
        interval      = agentParameters.numberOfActionsBetweenDecisions;
        actionsLerp   = new float[nActions];
        actionsBuffer = new float[nActions];
        Transform container = transform.parent;

        container.rotation = Quaternion.Euler(0, Random.Range(-180, 180), 0);
        resetter           = new Resetter(container);
        body.Initialize(container.position);
    }
Beispiel #11
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    public override void InitializeAgent()
    {
        eve = GetComponent <EvePhysics>();
        eve.Initialize();
        anim = GetComponent <EveAnimation>();
        anim.Initialize();
        defaults = new Resetter(transform);

        ball.RaiseCollisionEvent += OnBallCollision;
        ball.Initialize();
    }
Beispiel #12
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 public void UpdateResetter(System.Type resetterType)
 {
     RemoveResetter();
     if (resetterType != null)
     {
         this.resetter = (Resetter)this.gameObject.AddComponent(resetterType);
         //this.resetter = this.gameObject.GetComponent<Resetter>();
         SetReferenceForResetter();
         if (this.resetter != null)
         {
             this.resetter.Initialize();
         }
     }
 }
Beispiel #13
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        public void Initialize()
        {
            m_Resetter = new Resetter(transform);

            Body     = GetComponentInChildren <AntBody>();
            Legs     = GetComponentsInChildren <AntLeg>();
            Feet     = GetComponentsInChildren <AntFoot>();
            GaitCtrl = GetComponent <GaitCtrl>();

            Body.Initialize();
            for (int i = 0; i < 6; i++)
            {
                Legs[i].Initialize();
                Feet[i].Initialize(Body.transform);
            }
        }
    public RedirectedUnit(Redirector redirector, Resetter resetter, SimulationController controller, Space2D realSpace, Space2D virtualSpace, Vector2 realStartPosition, Vector2 virtualStartPosition)
    {
        this.redirector   = redirector;
        this.resetter     = resetter;
        this.controller   = controller;
        this.realSpace    = realSpace;
        this.virtualSpace = virtualSpace;
        this.status       = "IDLE";

        resultData = new ResultData();
        resultData.setUnitID(totalID++);
        id = totalID;
        resultData.setEpisodeID(controller.GetEpisodeID());

        realUser    = new Circle2D(0.3f, realStartPosition, realSpace.space.transform); // TODO: 알아서 형변환 되게끔 수정
        virtualUser = new Circle2D(0.3f, virtualStartPosition, virtualSpace.space.transform);
    }
Beispiel #15
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    void StartStandard()
    {
        // App
        Application.targetFrameRate = 60;

        // Init
        ScoreAdder     scoreAdder     = new ScoreAdder();
        StateTrigger   stateTrigger   = new StateTrigger();
        CursorStandard cursorStandard = new CursorStandard();
        RandomProvider randomProvider = new RandomProvider();
        Resetter       resetter       = new Resetter();
        ParentProvider parentProvider = new ParentProvider();

        // Connect
        inputSender.AddSpawnReceiver(spawnerStandard.GetSpawnReceiver());
        inputSender.SetRandomProvider(randomProvider);
        inputSender.AddAudioReceiver(audioPlayer.GetAudioReceiver());
        inputSenderConstant.AddSpawnReceiver(cursorStandard.GetSpawnReceiver());
        inputSenderConstant.SetRandomProvider(randomProvider);
        spawnerStandard.ReceiveFactory(fruitFactoryStandard);
        cursorStandard.ReceiveFactory(fruitFactoryStandard);
        spawnerStandard.AddScoreReceiver(scoreAdder.GetScoreReceiver());
        spawnerStandard.AddAudioReceiver(audioPlayer.GetAudioReceiver());
        spawnerStandard.AddStateReceiver(stateTrigger.GetStateReceiver());
        spawnerStandard.SetParentProvider(parentProvider);
        scoreAdder.AddScoreReceiver(outputRenderer.GetScoreReceiver());
        stateTrigger.AddStateReceiver(outputRenderer.GetStateReceiver());
        preFailer.AddRedReceiver(redder.GetRedReceiver());
        failer.AddRedReceiver(redder.GetRedReceiver());
        failer.AddStateReceiver(stateTrigger.GetStateReceiver());
        outputRenderer.SetResetter(resetter);
        resetter.AddResetable(inputSender);
        resetter.AddResetable(inputSenderConstant);
        resetter.AddResetable(fruitFactoryStandard);
        resetter.AddResetable(outputRenderer);
        resetter.AddResetable(preFailer);
        resetter.AddResetable(failer);
        resetter.AddResetable(redder);
        resetter.AddResetable(scoreAdder);
        resetter.AddResetable(spawnerStandard);
        resetter.AddResetable(stateTrigger);
        resetter.AddResetable(cursorStandard);
        resetter.AddResetable(randomProvider);
        resetter.AddResetable(parentProvider);
    }
        public override void Initialize()
        {
            root         = GetComponentInChildren <BodyRoot>();
            joints       = GetComponentsInChildren <BallJoint>();
            interval     = GetComponent <DecisionRequester>().DecisionPeriod;
            numActions   = GetComponent <BehaviorParameters>().BrainParameters.NumActions;
            lerpActions  = new float[numActions];
            sliderValues = new float[numActions];
            resetter     = new Resetter(transform);

            if (fixateBodyRoot)
            {
                root.gameObject.AddComponent <FixedJoint>();
            }

            root.Initialize();
            foreach (BallJoint joint in joints)
            {
                joint.Initialize();
            }

            Transform canvas = GetComponentInChildren <Canvas>().transform;

            for (int index = 0, i = 0; i < canvas.childCount; i++)
            {
                Transform tf   = canvas.GetChild(i);
                Text      text = tf.GetComponentInChildren <Text>();
                text.text = joints[i].name;

                IndexedSlider[] s = tf.GetComponentsInChildren <IndexedSlider>();
                for (int j = 0; j < 3; j++)
                {
                    if (joints[i].DOF[j])
                    {
                        s[j].SetIndex(index++);
                        s[j].OnValueChange = OnSliderValueChange;
                    }
                    else
                    {
                        s[j].SetInteractable(false);
                    }
                }
            }
        }
        public ObservableCollectionResetGallery()
        {
            var layout = new Grid
            {
                RowDefinitions = new RowDefinitionCollection
                {
                    new RowDefinition {
                        Height = GridLength.Auto
                    },
                    new RowDefinition {
                        Height = GridLength.Auto
                    },
                    new RowDefinition {
                        Height = GridLength.Star
                    }
                }
            };

            var itemsLayout = new GridItemsLayout(3, ItemsLayoutOrientation.Vertical) as IItemsLayout;

            var itemTemplate = ExampleTemplates.PhotoTemplate();

            var collectionView = new CollectionView {
                ItemsLayout = itemsLayout, ItemTemplate = itemTemplate
            };

            var generator = new ItemsSourceGenerator(collectionView, 100, ItemsSourceType.MultiTestObservableCollection);

            layout.Children.Add(generator);

            var resetter = new Resetter(collectionView);

            layout.Children.Add(resetter);
            Grid.SetRow(resetter, 1);

            layout.Children.Add(collectionView);
            Grid.SetRow(collectionView, 2);

            Content = layout;

            generator.GenerateItems();
        }
Beispiel #18
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    public GameManager(CustomGame cg, Config cfg)
    {
        Cg  = cg;
        Cfg = cfg;

        DebugUtils.Debug = Cfg.Debug;
        DebugUtils.Cg    = Cg;

        Observation  = new SlotObservation(cg);
        Manipulation = new SlotManipulation(Observation, Cg.Interact);

        Resetter resetter = new Resetter(Cg);

        Bots         = new BotManager(cfg, cg.AI, Observation, resetter);
        Scrambler    = new TeamScrambler(Cg, Cfg, Bots, Observation, Manipulation);
        Autobalancer = new Autobalancer(Cg, Observation, Bots, Manipulation);

        Chatter = new Chatter(Cg.Chat, Cfg, Observation, Bots);
        Match   = new MatchTracker(Chatter, Cg);
    }
    public override void InitializeAgent()
    {
        environment = transform.parent;
        spline      = road.GetSpline();
        crntSPIndex = startSPIndex;
        Spline.Point sp  = spline.GetPoint(crntSPIndex);
        Vector3      pos = sp.globalPos;

        pos.y += 0.5f;
        carCtrl.transform.position = pos;
        carCtrl.transform.rotation = Quaternion.LookRotation(sp.tangent);
        resetter = new Resetter(environment);

        agentCam.gameObject.SetActive(useCam);
        roadObserver.gameObject.SetActive(!useCam);
        if (!useCam)
        {
            roadObserver.Initialize();
        }
        collisionDetection.CollisionCallback = OnObstacleCollision;
    }
Beispiel #20
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        public void ArrayNoNameTest()
        {
            string xml = "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Peach>\n" +
                         "	<DataModel name=\"TheDataModel\">"+
                         "		<Blob value=\"Hello World\" minOccurs=\"100\"/>"+
                         "	</DataModel>"+
                         "</Peach>";

            Resetter.Reset();

            PitParser parser = new PitParser();

            Dom.Dom   dom   = parser.asParser(null, new MemoryStream(ASCIIEncoding.ASCII.GetBytes(xml)));
            Dom.Array array = dom.dataModels[0][0] as Dom.Array;

            Assert.NotNull(array);
            Assert.AreEqual(100, array.Count);
            Assert.AreEqual("TheDataModel.DataElement_0", array.fullName);
            Assert.AreEqual("TheDataModel.DataElement_0.DataElement_0", array[0].fullName);
            Assert.AreEqual("TheDataModel.DataElement_0.DataElement_0_1", array[1].fullName);
        }
Beispiel #21
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        public override void Initialize()
        {
            resetter = new Resetter(transform);
            root     = GetComponentInChildren <BodyRoot>();
            joints   = GetComponentsInChildren <BallJoint>();
            jointObs = new List <float>();

            // https://github.com/Unity-Technologies/ml-agents/issues/4180
            var a = GetComponent <DecisionRequester>();
            var b = GetComponent <PausableDecisionRequester>(); // demo

            interval    = b != null ? b.DecisionPeriod : a.DecisionPeriod;
            numActions  = GetComponent <BehaviorParameters>().BrainParameters.NumActions;
            lerpActions = new float[numActions];

            rayObs            = new List <float>();
            parts             = new Observables[] { Hips, Head, LeftHand, RightHand, LeftFoot, RightFoot };
            opponentLayerMask = 1 << opponent.gameObject.layer;

            if (fixateBodyRoot)
            {
                root.gameObject.AddComponent <FixedJoint>();
            }

            root.Initialize();
            foreach (BallJoint joint in joints)
            {
                joint.Initialize();
            }

            var detectors = GetComponentsInChildren <CollisionDetection>();

            foreach (var detector in detectors)
            {
                detector.OnCollision += OnCollision;
            }
        }
Beispiel #22
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 private void Awake()
 {
     resetter = transform.root.GetComponent <Resetter>();
 }
Beispiel #23
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 public void ButtonReset()
 {
     Resetter.Reset();
 }
Beispiel #24
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    IEnumerator Restart()
    {
        yield return(new WaitForSeconds(1.0f));

        Resetter.Reset();
    }
 public override void InitializeAgent()
 {
     multicopter.Initialize();
     defaults = new Resetter(multicopter.transform);
 }