public void SetOrientation(AgentOrientation orientation) { switch (orientation) { case AgentOrientation.FacingLeft: if (textureTopLeft != null) { ActiveTexture = textureTopLeft; } break; case AgentOrientation.FacingDown: if (textureBottomLeft != null) { ActiveTexture = textureBottomLeft; } break; case AgentOrientation.FacingUp: if (textureBottomRight != null) { ActiveTexture = textureBottomRight; } break; case AgentOrientation.FacingRight: if (textureTopRight != null) { ActiveTexture = textureTopRight; } break; } }
public MobileAgent(TimeSpan birthTime, string name, TextureBook textureBook, Vector startingPosition, Vector startingSpeed, AgentOrientation orientation) : base(birthTime, name, startingPosition) { Activity = AgentActivity.Unknown; Speed = startingSpeed; this.textureBook = textureBook; Orientation = orientation; }
void OnLevelWasLoaded(int level) { if (!this.Initialized) { return; } back_prop_actions = new List <AgentAction>(); last_observed_actions = new List <AgentAction>(); last_observed_dex = -1; if (orientation == AgentOrientation.Listening) { orientation = AgentOrientation.Watching; } NextCachedAttemptOnLevel(SceneManager.GetActiveScene().name); ready = true; }
public override IEnumerator Initialize() { string connString = ConnString; conn = new MySqlConnection(connString); CacheUserList(); CacheUserLogs(); this.orientation = AgentOrientation.Watching; this.initialized = true; //TODO - I think...? ready = true; yield break; }
private void ProcessRequestResponse(WWW www) { if (string.IsNullOrEmpty(www.error)) { // backup the state JObject response = JsonConvert.DeserializeObject <JObject>(www.text); //If no action was returned if (response.Count == 0) { switch (orientation) { case AgentOrientation.Watching: waitingOnAPI = false; return; case AgentOrientation.Trying: current_action_dex = last_observed_dex; back_prop_actions = last_observed_actions; orientation = AgentOrientation.Listening; waitingOnAPI = false; return; case AgentOrientation.Stuck: case AgentOrientation.Idle: case AgentOrientation.Listening: Debug.LogErrorFormat("No Action Returned in {0} Orientation; this should be impossible!", orientation); return; } } // IF an action was returned else { //Debug.LogFormat("RESPONSE: {0}",response); AgentAction act = new AgentAction(response.Value <string>("selection"), response.Value <string>("action"), JsonConvert.SerializeObject(response["inputs"]), null, DateTime.Now, CurrentUserId, SceneManager.GetActiveScene().name, CurrentCachedAction.Attempt, CurrentCachedAction.SessionID, Guid.NewGuid().ToString(), CurrentCachedAction.AttemptID); switch (orientation) { case AgentOrientation.Watching: last_observed_actions = new List <AgentAction>(back_prop_actions); last_observed_dex = current_action_dex; this.orientation = AgentOrientation.Trying; break; case AgentOrientation.Trying: break; default: Debug.LogErrorFormat("Don't know what to do with orientation {0}", orientation); break; } this.lastAction = currAction; this.currAction = act; waitingOnAPI = false; } } }
public Employee(TimeSpan birthTime, string agentName, TextureBook textureBook, Vector position, AgentOrientation orientation, string firstName, string lastName, DateTime birthday, Skills skills, Job job) : base(birthTime, agentName, textureBook, position, speed, orientation) { FirstName = firstName; LastName = lastName; Birthday = birthday; Job = job; Skills = skills; Necessities = new Necessities(Necessities.Rating.Full); }