Exemple #1
0
    public void Update(float deltaTime)
    {
        if (running)
        {
            if (!AllCarsDead())
            {
                var bestBrain = FindBestBrain();
                if (bestBrain.Id != currentBrainController.Id)
                {
                    currentBrainController = bestBrain;
                    debug.Log("found a better car: " + currentBrainController.Id);
                }
            }
            else
            {
                debug.Log("All cars are dead!");
                debug.Log("Making a new generation!");
                var newBrains = MakeNewGenerationOfBrains(brainControllerList);
                SetupGenerationOfBrains(newBrains);
            }

            var sensorData = currentBrainController.GetSensorData();
            uiObject.SetSensorData(sensorData, "F2");
            uiObject.SetScoreText(currentBrainController.Score.ToString());
            uiObject.SetTurnText(currentBrainController.TurnOutput.ToString());
            uiObject.SetCarIdText(currentBrainController.Id);

            mainGameObject.CameraFollowCar(currentBrainController.CarObjectId, deltaTime);
        }
    }
Exemple #2
0
        private void ReplayEvent(EventModelBase modelBase, float currentTimeSinceStartSeconds)
        {
            var eventType   = modelBase.EventType;
            var instruction = _replayInstructions.Find(instr => instr.Name == eventType);

            if (instruction != null)
            {
                if (!instruction.EnableReplay)
                {
                    if (modelBase is ComponentEventModel comp)
                    {
                        _debugger.Log($"Replay disabled time:{currentTimeSinceStartSeconds:0.00}, type:{comp.EventType}, gameObject:{comp.GameObjectName}, comp:{comp.ComponentType}");
                    }
                    else
                    {
                        _debugger.Log($"Replay disabled time:{currentTimeSinceStartSeconds:0.00}, type:{modelBase.EventType}");
                    }
                    return;
                }

                if (modelBase is ComponentEventModel compo)
                {
                    _debugger.Log($"Replaying Event: time:{currentTimeSinceStartSeconds:0.00}, type:{compo.EventType}, gameObject:{compo.GameObjectName}, comp:{compo.ComponentType}");
                }
                else
                {
                    _debugger.Log($"Replaying Event: time:{currentTimeSinceStartSeconds:0.00}, type:{modelBase.EventType}");
                }

                instruction.Replay(modelBase);
                return;
            }

            _debugger.LogWarning($"No event type found named:{eventType}");
        }
Exemple #3
0
    public string OnHandUpdate(IHand hand)
    {
        // move up and out to text writer
        var side    = hand.Side();
        var gesture = gestures.GestureFor(side);


        // debug.Log("hand side: " + hand.Side());

        // yes this is a bit odd, around construction-time access to vrtk
        // instances - have a look sometime when on vive setup
        gesture.hand = hand;

        gesture.OnHandUpdate(hand);
        debug.Log("text: " + text + ", words: " + String.Join(", ", words.ToArray()));
        return(text);
    }
Exemple #4
0
    public string OnHandUpdate(IHand hand)
    {
        if (!hand.IsPresent())
        {
            ReleaseAllKnobs();
            return(text);
        }
        debug.Log("hand position: " + hand.Centre());

        debug.Log("text: " + text);
        var closest = knobs.FindClosestTo(hand);

        // debug.Log("Closest: " + closest);
        if (closest == null)
        {
            HandleAwayFromKnobs();
            // debug.Log("Nearly grabbed things: " + string.Join(", ", close_things.ToList().Select(t => t.name).ToArray()));
            return(text);
        }

        HandleCloseToKnob(hand, closest);
        return(text);
    }