Car_Behaviour InstantiateCar(Vector3 spawnPoint, float[][] hlWeights, float[] hlBiases, float[] OWeights, float OBiases, string name) { Car_Behaviour behaviour = Instantiate(carPrefab, spawnPoint, Quaternion.identity).GetComponent <Car_Behaviour>(); behaviour.active = true; behaviour.AIControlled = true; if (hlWeights != null || hlBiases != null) { behaviour.ActivateBrain(hlWeights, hlBiases, OWeights, OBiases); } else { behaviour.ActivateBrain(); } behaviour.transform.name = name; behaviour.objective = trackCtrl.trackEnd.position; return(behaviour); }
Car_Behaviour InstantiateCar(Vector3 spawnPoint, NN nN, string name) { Car_Behaviour behaviour = Instantiate(carPrefab, spawnPoint, Quaternion.identity).GetComponent <Car_Behaviour>(); if (nN != null) { behaviour.ActivateBrain(nN); } else { behaviour.ActivateBrain(); } behaviour.transform.name = name; behaviour.objective = trackCtrl.trackEnd.position; behaviour.active = true; behaviour.AIControlled = true; return(behaviour); }
Car_Behaviour InstantiateCar(Vector3 spawnPoint, string brain, string name, NN.TYPE brainType) { Car_Behaviour behaviour = Instantiate(carPrefab, spawnPoint, Quaternion.identity).GetComponent <Car_Behaviour>(); behaviour.active = true; behaviour.AIControlled = true; behaviour.transform.name = name; behaviour.objective = trackCtrl.trackEnd.position; //behaviour.type = brainType; if (brain != null) { behaviour.ActivateBrain(brain); } else { behaviour.ActivateBrain(); } return(behaviour); }