void Start() { InvokeRepeating("Recalculate", 5 + Random.value * 3, 5); airesource = aihandler.airesource; aibuilding = aihandler.aibuilding; bpa = aihandler.bpa; fields = new List <TrainingField> (); }
void Awake() { bpa = GetComponent <BackPropagationAlgorithm> (); if (bpa) { bpa.numInput = 7; bpa.numHidden = 7; bpa.numOutput = 7; bpa.Recreate(); } }
void Start() { terrMin = aihandler.terrain.transform.position; terrMax = terrMin + aihandler.terrain.terrainData.size; troops = new List <Unit> (); explorers = new List <Unit> (); onRange = new List <WorldObject> (); toRemove = new List <Unit> (); enemyBuildings = new List <Building> (); InvokeRepeating("Recalculate", 10 + Random.value * 3, 5); bpa = aihandler.bpa; if (bpa) { lastUnits = new float[bpa.numOutput]; lastEnemyUnits = new float[bpa.numInput]; statistics = aihandler.player.statistics; } }