// Start is called before the first frame update void Start() { myFlockAgent = this.gameObject.GetComponent <FlockAgent>(); myGeneticPathfinder = this.gameObject.GetComponent <GeneticPathfinder>(); myChase = this.gameObject.GetComponent <Chase>(); vida = GetComponent <Vida>(); animator = GetComponent <Animator>(); collider = GetComponent <Collider>(); isDead = false; }
GeneticPathfinder GetFittest() { float maxFitness = float.MinValue; int index = 0; for (int i = 0; i < population.Count; i++) { if (population[i].fitness > maxFitness) { maxFitness = population[i].fitness; index = i; } } GeneticPathfinder fittest = population[index]; population.Remove(fittest); return(fittest); }
GeneticPathfinder GetFittest() { float maxFitness = float.MinValue; //initiazing the maxvalue of the fitness with the minimun possible float value int index = 0; for (int i = 0; i < population.Count; i++) // getting the fittest and his index and removing it from the population { if (population[i].fitness > maxFitness) { maxFitness = population[i].fitness; index = i; } } GeneticPathfinder fittest = population[index]; population.Remove(fittest); return(fittest); }