private void DropOutBonus(DropOut bonusType) { float randomRate = Random.Range(0, 100); if (randomRate <= bonusType.dropOutRate * 100) { Instantiate(bonusType.dropOutObj, transform.position + new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f)), Quaternion.identity); } }
void InstantiateDropOut(float chance, DropOut dropOut) { if (chance <= dropOut.percentage) { Rigidbody2D dropOutInstance; dropOutInstance = Instantiate(dropOut.rigidbody, this.transform.position, this.transform.rotation); //if () ; dropOutInstance.AddForce(new Vector2(Random.Range(-1, 1), Random.Range(-1, 1)) * Random.Range(-200, 200)); } }
public override int GetHashCode() { int hash = 1; if (ActivationFunction.Length != 0) { hash ^= ActivationFunction.GetHashCode(); } if (DropOut != 0D) { hash ^= DropOut.GetHashCode(); } hash ^= neurons_.GetHashCode(); hash ^= biases_.GetHashCode(); return(hash); }