//Create boomerang bodies private void CreateBoomerangBodies() { // Set the food position to a random point hex.transform.position = new Vector2(Random.Range(-37, 37), Random.Range(-15, 15)); // if our boomerang list is not null if (boomerangList != null) { // Destroy every Boomerang for (int i = 0; i < boomerangList.Count; i++) { GameObject.Destroy(boomerangList[i].gameObject); } } // Create a new boomerang list boomerangList = new List <Boomerang>(); // Iterate through the population size for (int i = 0; i < populationSize; i++) { // Instantiate a boomerang at a random position and get the component Boomerang boomer = ((GameObject)Instantiate(boomerPrefab, new Vector3(UnityEngine.Random.Range(-10f, 10f), UnityEngine.Random.Range(-10f, 10f), 0), boomerPrefab.transform.rotation)).GetComponent <Boomerang>(); //Call the Init method boomer.Init(nets[i], hex.transform); //Add it the list boomerangList.Add(boomer); } }
private void CreateBoomerangBodies() { if (boomerangList != null) { for (int i = 0; i < boomerangList.Count; i++) { GameObject.Destroy(boomerangList[i].gameObject); } } boomerangList = new List <Boomerang>(); for (int i = 0; i < populationSize; i++) { Boomerang boomer = ((GameObject)Instantiate(boomerPrefab)).GetComponent <Boomerang>(); boomer.Init(nets[i], hex.transform); boomerangList.Add(boomer); } }
private void CreateBoomerangBodies() { if (boomerangList != null) { for (int i = 0; i < boomerangList.Count; i++) { GameObject.Destroy(boomerangList[i].gameObject); } } boomerangList = new List <Boomerang>(); for (int i = 0; i < populationSize; i++) { Boomerang boomer = ((GameObject)Instantiate(boomerPrefab, new Vector3(UnityEngine.Random.Range(-10f, 10f), UnityEngine.Random.Range(-10f, 10f), 0), boomerPrefab.transform.rotation)).GetComponent <Boomerang>(); boomer.Init(nets[i], hex.transform); boomerangList.Add(boomer); } }
public void CreateBoomerangBodies() //creates boomerang bodies (duh again) { //destroys all boomerangs if (boomerangList != null) { for (int i = 0; i < boomerangList.Count; i++) { GameObject.Destroy(boomerangList[i].gameObject); } } boomerangList = new List <Boomerang>(); //creates new boomerangs for (int i = 0; i < populationSize; i++) { Boomerang boomer = (Instantiate(boomerPrefab, new Vector3(UnityEngine.Random.Range(-30f, 30f), UnityEngine.Random.Range(-30f, 30f), 0), boomerPrefab.transform.rotation)).GetComponent <Boomerang>(); boomer.Init(nets[i], hex.transform, stacy.transform); boomerangList.Add(boomer); } }
private void CreateBoomerangBodies() { if (boomerangList != null) { for (int i = 0; i < boomerangList.Count; i++) { Destroy(boomerangList[i].gameObject); } } boomerangList = new List <Boomerang>(); for (int i = 0; i < populationSize; i++) { Boomerang boomerang = Instantiate(BoomerangObject, new Vector3(Random.Range(-10f, 10f), Random.Range(-10f, 10f), 0), BoomerangObject.transform.rotation).GetComponent <Boomerang>(); boomerang.Init(rNetworks[i], Hexagon.transform); boomerangList.Add(boomerang); } }