void Start() { delta = data.Float(delta); speed = data.Float(speed); startPos = data.Vector3(startPos); startPos.Value = target.transform.position; }
// Start is called before the first frame update void Start() { player = GetComponent <CharacterController>(); dataSpeed = data.Float(dataSpeed); dataAcceleration = data.Float(dataAcceleration); dataInput = data.Vector3(dataInput); }
public override void Start(Data data) { if (data.Has(dataNode)) { dataNode = data.GetFloat(dataNode.Name); } else { data.Add(dataNode); } }
// Update is called once per frame void Update() { float dt = Time.deltaTime; transform.Translate(0, speed.Value * dt, 0); lifeTime -= dt; if (lifeTime.Value < 0) { Destroy(gameObject); } }
public override void Update() { //if (active == true) //{ bool currentlyPressedPositive = Input.GetKey(positive); bool currentlyPressedNegative = Input.GetKey(negative); onPositiveKeyDown = false; onPositiveKey = false; onPositiveKeyUp = false; onNegativeKeyDown = false; onNegativeKey = false; onNegativeKeyUp = false; if (currentlyPressedPositive && !pressedPositive) { onPositiveKeyDown = true; } else if (currentlyPressedPositive && pressedPositive) { onPositiveKey = true; } else if (!currentlyPressedPositive && pressedPositive) { onPositiveKeyUp = true; } else if (currentlyPressedNegative && !pressedNegative) { onNegativeKeyDown = true; } else if (currentlyPressedNegative && pressedNegative) { onNegativeKey = true; } else if (!currentlyPressedNegative && pressedNegative) { onNegativeKeyUp = true; } dataNode.Value = 0; if (currentlyPressedPositive) { dataNode += 1; } if (currentlyPressedNegative) { dataNode -= 1; } pressedPositive = currentlyPressedPositive; pressedNegative = currentlyPressedNegative; //} }
private DataFloat[] CreateFloatCbAdfData(int numSamples, int randomSeed = 0) { var random = new Random(randomSeed); var sampleData = new DataFloat[numSamples]; for (int i = 0; i < numSamples; i++) { int numActions = random.Next(2, 5); int[] fIndex = Enumerable.Range(1, numActions).OrderBy(ind => random.Next()).Take(numActions).ToArray(); var features = new float[numActions][]; for (int j = 0; j < numActions; j++) { features[j] = new float[] { (fIndex[j] + 0) / (float)numActions, (fIndex[j] + 1) / (float)numActions, (fIndex[j] + 2) / (float)numActions, (fIndex[j] + 3) / (float)numActions }; } var adf = new DataFloatADF[numActions]; int labelIndex = random.Next(-1, numActions); for (int j = 0; j < numActions; j++) { adf[j] = new DataFloatADF { Features = features[j] }; if (j == labelIndex) { adf[j].Label = new ContextualBanditLabel { Cost = (float)random.NextDouble(), Probability = (float)random.NextDouble() }; } } sampleData[i] = new DataFloat { ActionDependentFeatures = adf }; } return(sampleData); }
public DataFloat Float(DataFloat node) { DataFloat found = floats.Find(d => d.Name == node.Name); if (found != null) { return(found); } else { floats.Add(node); } return(node); }
// Start is called before the first frame update void Start() { desiredSeparation = data.Float(desiredSeparation); neibourDistance = data.Float(neibourDistance); maxForce = data.Float(maxForce); maxSpeed = data.Float(maxSpeed); velocity = data.Vector3(velocity); acceleration = data.Vector3(acceleration); float angle = Random.Range(0, Mathf.PI * 2); velocity.Value = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)); acceleration.Value = Vector3.zero; }
private void DrawFloatElement(Rect rect, int index, bool active, bool focused) { DataFloat node = data.Floats[index]; EditorGUI.BeginChangeCheck(); node.Name = EditorGUI.TextField(new Rect(rect.x, rect.y, rect.width / 3, rect.height - 1), node.Name); node.Value = EditorGUI.FloatField(new Rect(rect.x + rect.width / 3 + 8, rect.y, rect.width / 1.5f - 16, rect.height - 1), node.Value); if (EditorGUI.EndChangeCheck()) { EditorUtility.SetDirty(target); } }
public override void Update() { if (active == true) { bool currentlyPressedPositive = Input.GetKey(positive); bool currentlyPressedNegative = Input.GetKey(negative); if (currentlyPressedPositive && !pressedPositive) { onPositiveKeyDown.Invoke(); } else if (currentlyPressedPositive && pressedPositive) { onPositiveKey.Invoke(); } else if (!currentlyPressedPositive && pressedPositive) { onPositiveKeyUp.Invoke(); } else if (currentlyPressedNegative && !pressedNegative) { onNegativeKeyDown.Invoke(); } else if (currentlyPressedNegative && pressedNegative) { onNegativeKey.Invoke(); } else if (!currentlyPressedNegative && pressedNegative) { onNegativeKeyUp.Invoke(); } dataNode.Value = 0; if (currentlyPressedPositive) { dataNode += 1; } if (currentlyPressedNegative) { dataNode -= 1; } pressedPositive = currentlyPressedPositive; pressedNegative = currentlyPressedNegative; } }
// Update is called once per frame void Update() { timer += Time.deltaTime; bulletTimer.Value -= Time.deltaTime; if (Input.GetKeyDown(KeyCode.Space)) { if (bulletTimer.Value < 0) { Debug.Log("Fire"); bulletTimer.Value = bulletCoolDown.Value; Instantiate(bullet, gun.position, gun.transform.rotation); gParticle.transform.position = gun.position; gParticle.Play(); } } if (timer.Value > 2f) { score += 100; countText.text = score.ToString(); timer.Value = 0; } }
IEnumerator Start() { dataNode = data.Vector2(dataNode); reactionRadius = data.Float(reactionRadius); while (true) { if (target != null) { reactionRadius.Value = 5; float d = Vector2.Distance(transform.position, target.transform.position); if (d < reactionRadius.Value) { dataNode.Value = (target.transform.position - transform.position).normalized; } if (d > reactionRadius.Value) { // int direction = 1 + (int)(2.99f * Mathf.PerlinNoise(counter.Value++ * 0.2f, 0.5f)); int direction = Random.Range(1, 4); switch (direction) { case 1: dataNode.Value = (targetIdleA.transform.position - transform.position).normalized; break; case 2: dataNode.Value = (targetIdleB.transform.position - transform.position).normalized; break; case 3: dataNode.Value = (targetIdleC.transform.position - transform.position).normalized; break; } } } yield return(new WaitForSeconds(0.8f)); } }
// Start is called before the first frame update void Start() { data = GetComponent <Data>(); rigidbody_ = GetComponent <Rigidbody2D>(); Condition = data.Bool(Condition); dataFloat = data.Float(dataFloat); dataDirection = data.Float(dataDirection); //for (int i = dataBools.Count - 1; i >= 0; i--) //{ // dataBools[i] = data.Bool(dataBools[i]); //} //for (int i = dataInts.Count - 1; i >= 0; i--) //{ // dataInts[i] = data.Int(dataInts[i]); //} //for (int i = dataFloats.Count - 1; i >= 0; i--) //{ // dataFloats[i] = data.Float(dataFloats[i]); //} }
public void Add(DataFloat data) { floats.Add(data); }
public bool Has(DataFloat data) { return(floats.Find(d => d.Name == data.Name) != null); }
// Start is called before the first frame update void Start() { dataSpeed = data.Float(dataSpeed); dataAcceleration = data.Float(dataAcceleration); dataInput = data.Vector2(dataInput); }
private DataFloat[] CreateFloatCbAdfData(int numSamples, int randomSeed = 0) { var random = new Random(randomSeed); var sampleData = new DataFloat[numSamples]; for (int i = 0; i < numSamples; i++) { int numActions = random.Next(2, 5); int[] fIndex = Enumerable.Range(1, numActions).OrderBy(ind => random.Next()).Take(numActions).ToArray(); var features = new float[numActions][]; for (int j = 0; j < numActions; j++) { features[j] = new float[] { (fIndex[j] + 0) / (float)numActions, (fIndex[j] + 1) / (float)numActions, (fIndex[j] + 2) / (float)numActions, (fIndex[j] + 3) / (float)numActions }; } var adf = new DataFloatADF[numActions]; for (int j = 0; j < numActions; j++) { adf[j] = new DataFloatADF { Features = features[j] }; } sampleData[i] = new DataFloat { ActionDependentFeatures = adf, SelectedActionIndex = random.Next(-1, numActions), Label = new ContextualBanditLabel { Cost = (float)random.NextDouble(), Probability = (float)random.NextDouble() } }; } return sampleData; }
// Start is called before the first frame update void Start() { bulletTimer = data.Float(bulletTimer); bulletCoolDown = data.Float(bulletCoolDown); timer = data.Float(timer); }
private void Start() { m_bulletTimer = data.Float(m_bulletTimer); m_bulletCoolDown = data.Float(m_bulletCoolDown); m_speed = data.Float(m_speed); }
// Use this for initialization void Start() { speed = data.Float(speed); lifeTime = data.Float(lifeTime); }
public static System.Single SolveFloat(long timesteps, DataFloat data) { //Convenience indices R RN = R.El(data.N); //Same as [n] R RN1 = R.El(data.N + 1); //Same as [n+1] System.Single g = 9.8f; // gravitational constant System.Single dt = 0.02f; // hardwired timestep System.Single dx = 1.0f; System.Single dy = 1.0f; long droploc = data.N / 4; var H = data.H; var U = data.U; var V = data.V; var Hx = data.Hx; var Ux = data.Ux; var Vx = data.Vx; var Hy = data.Hy; var Uy = data.Uy; var Vy = data.Vy; //Splash!!! H[droploc, droploc] += 5.0f; for (int i = 0; i < timesteps; i++) { H.Flush(); // Reflecting boundary conditions H[ALL, FIRST] = H[ALL, SECOND]; U[ALL, FIRST] = U[ALL, SECOND]; V[ALL, FIRST] = -V[ALL, SECOND]; H[ALL, RN1] = H[ALL, RN]; U[ALL, RN1] = U[ALL, RN]; V[ALL, RN1] = -V[ALL, RN]; H[FIRST, ALL] = H[SECOND, ALL]; U[FIRST, ALL] = -U[SECOND, ALL]; V[FIRST, ALL] = V[SECOND, ALL]; H[RN1, ALL] = H[RN, ALL]; U[RN1, ALL] = -U[RN, ALL]; V[RN1, ALL] = V[RN, ALL]; //First half-step //Height Hx[ALL, R.Slice(0, -1)] = (H[SKIP1, INNER] + H[ZM1, INNER]) / 2 - dt / (2 * dx) * (U[SKIP1, INNER] - U[ZM1, INNER]); //x momentum Ux[ALL, R.Slice(0, -1)] = (U[SKIP1, INNER] + U[ZM1, INNER]) / 2 - dt / (2 * dx) * ((U[SKIP1, INNER].Pow(2) / H[SKIP1, INNER] + g / 2 * H[SKIP1, INNER].Pow(2)) - (U[ZM1, INNER].Pow(2) / H[ZM1, INNER] + g / 2 * H[ZM1, INNER].Pow(2))); // y momentum Vx[ALL, ZM1] = (V[SKIP1, INNER] + V[ZM1, INNER]) / 2 - dt / (2 * dx) * ((U[SKIP1, INNER] * V[SKIP1, INNER] / H[SKIP1, INNER]) - (U[ZM1, INNER] * V[ZM1, INNER] / H[ZM1, INNER])); // height Hy[ZM1, ALL] = (H[INNER, SKIP1] + H[INNER, ZM1]) / 2 - dt / (2 * dy) * (V[INNER, SKIP1] - V[INNER, ZM1]); // x momentum Uy[ZM1, ALL] = (U[INNER, SKIP1] + U[INNER, ZM1]) / 2 - dt / (2 * dy) * ((V[INNER, SKIP1] * U[INNER, SKIP1] / H[INNER, SKIP1]) - (V[INNER, ZM1] * U[INNER, ZM1] / H[INNER, ZM1])); // y momentum Vy[ZM1, ALL] = (V[INNER, SKIP1] + V[INNER, ZM1]) / 2 - dt / (2 * dy) * ((V[INNER, SKIP1].Pow(2) / H[INNER, SKIP1] + g / 2 * H[INNER, SKIP1].Pow(2)) - (V[INNER, ZM1].Pow(2) / H[INNER, ZM1] + g / 2 * H[INNER, ZM1].Pow(2))); // Second half step // height H[INNER, INNER] = H[INNER, INNER] - (dt / dx) * (Ux[SKIP1, ZM1] - Ux[ZM1, ZM1]) - (dt / dy) * (Vy[ZM1, SKIP1] - Vy[ZM1, ZM1]); // x momentum U[INNER, INNER] = U[INNER, INNER] - (dt / dx) * ((Ux[SKIP1, ZM1].Pow(2) / Hx[SKIP1, ZM1] + g / 2 * Hx[SKIP1, ZM1].Pow(2)) - (Ux[ZM1, ZM1].Pow(2) / Hx[ZM1, ZM1] + g / 2 * Hx[ZM1, ZM1].Pow(2))) - (dt / dy) * ((Vy[ZM1, SKIP1] * Uy[ZM1, SKIP1] / Hy[ZM1, SKIP1]) - (Vy[ZM1, ZM1] * Uy[ZM1, ZM1] / Hy[ZM1, ZM1])); // y momentum V[R.Slice(1, -1), R.Slice(1, -1)] = V[R.Slice(1, -1), R.Slice(1, -1)] - (dt / dx) * ((Ux[SKIP1, ZM1] * Vx[SKIP1, ZM1] / Hx[SKIP1, ZM1]) - (Ux[ZM1, ZM1] * Vx[ZM1, ZM1] / Hx[ZM1, ZM1])) - (dt / dy) * ((Vy[ZM1, SKIP1].Pow(2) / Hy[ZM1, SKIP1] + g / 2 * Hy[ZM1, SKIP1].Pow(2)) - (Vy[ZM1, ZM1].Pow(2) / Hy[ZM1, ZM1] + g / 2 * Hy[ZM1, ZM1].Pow(2))); } //Make sure we have the actual data and use it as a checksum return(NumCIL.Float.Add.Reduce(NumCIL.Float.Add.Reduce(H / data.N)).Value[0]); }
public void GetData() { RigidBody = GetComponent <Rigidbody2D>(); RB2DTrigger = GetComponent <Rigidbody2DTrigger>(); MovementInput = data.GetFloat(MovementInputNode); }
// Use this for initialization void Start() { JumpInput = data.Float(JumpInput); shootDelay = true; }
public void Initialize(Data data_) { datum = data_.Float(datum); }