public UtilityAction(UtilityAgent agent, float initalScore) { _scorers = new List <UtilityScorer>(); _agent = agent; _UtilityScore = initalScore; _Name = this.GetType().ToString(); }
void Start() { _nameFieldText = _NameField.GetComponent <Text>(); _actionNameFieldText = _ActionNameField.GetComponent <Text>(); _scoreFieldText = _ScoreField.GetComponent <Text>(); _agentData = _AgentToObserve.GetComponent <UtilityAgent>(); }
// Remove agents from list public void RemoveAgent(UtilityAgent agent) { if (_ActiveAgents.Contains(agent)) { _ActiveAgents.Remove(agent); return; } Debug.LogWarning(string.Format("[AgentManager] Can't remove {0}!", agent.name)); }
// Add agents to the active list public void AddAgentToList(UtilityAgent agent) { if (!_ActiveAgents.Contains(agent)) { _ActiveAgents.Add(agent); return; } Debug.LogWarning(string.Format("[AgentManager] {0} already in list!", agent.name)); }
public UAIV_FriendlyFlagsCount(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { }
public AttackHQ(GameObject enemyPlayer, UtilityAgent agent, float initialScore) : base(agent, initialScore) { this.enemyPlayer = enemyPlayer; }
public UtilityAction(UtilityAgent agent) { _scorers = new List <UtilityScorer>(); _agent = agent; _Name = this.GetType().ToString(); }
public UAIV_FarmPlaced(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { this.agent = agent.GetComponent <Farmer>(); }
public RoamAround(float roamingInterval, UtilityAgent agent, float initialScore) : base(agent, initialScore) { interval = roamingInterval; }
public CaptureFlags(List <GameObject> waypoints, UtilityAgent agent, float initialScore) : base(agent, initialScore) { this.waypoints = waypoints; }
public UAIV_LumberyardPlaced(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { this.agent = agent.GetComponent <Lumberjack>(); }
public EatFood(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public UAIV_DistanceTo(GameObject target, UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { this.target = target; }
public Hide(string placeString, UtilityAgent agent, float initialScore) : base(agent, initialScore) { this.placeString = placeString; }
public UtilityValue(UtilityAgent agent, float maxInputValue) { _agent = agent; _MaxValue = maxInputValue; _Name = this.GetType().ToString(); }
public SleepAndRest(string buildingTag, UtilityAgent agent, float initialScore) : base(agent, initialScore) { this.buildingTag = buildingTag; }
public HealAtFlag(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public FarmField(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public MoveTo(GameObject goalPos, UtilityAgent agent, float initialScore) : base(agent, initialScore) { this.goalPos = goalPos; }
public UAIV_AgentFood(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { }
public AttackEnemy(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public UAIV_ResourceCount(string objectTag, UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { this.objectTag = objectTag; }
public UAIV_InventorySize(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { }
public Flee(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public RoamAround(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public UAIV_SoldierFriendlyCount(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { }
public UAIV_DistanceToEnemy(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { }
public MineOre(UtilityAgent agent, float initialScore) : base(agent, initialScore) { }
public UAIV_DistanceToFriendlyFlag(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue) { }
public Patrol(List <GameObject> waypoints, UtilityAgent agent, float initialScore) : base(agent, initialScore) { this.waypoints = waypoints; }