private void Awake() { FixtureContainerSO furnishingContainer = Resources.Load("Assets/Resources/AllFurnishings") as FixtureContainerSO; _furnishingsArray = furnishingContainer.Fixtures; GameObject scene2D = Instantiate(roomEvoPrefab); scene2D.transform.localPosition = new Vector3(0, 60f); evo2D = scene2D.GetComponent <RoomEvo>(); _pausedEventChannel.OnEventRaised += () => { if (roomPopulation.Count > 0) { foreach (GameObject room in roomPopulation) { Destroy(room); } roomPopulation.Clear(); } else { roomPopulation2D = evo2D.roomPopulation; DrawRooms(); } }; }
public BasicGA(RoomEvo controlObj, List <GameObject> furn_List, int pop_Size, int max_generations, float mutation_Chance, float crossover_Chance) { controller = controlObj; furnList = furn_List; popSize = pop_Size; maxGenerations = max_generations; mutationChance = mutation_Chance; crossoverChance = crossover_Chance; }