// Use this for initialization void Start() { for (int i = 0; i < populationSize; i++) { GameObject TempObject = Instantiate(Executer, new Vector3(0, 0, 0), Quaternion.identity); FoodSearcher GoodTest = TempObject.AddComponent <FoodSearcher>(); GoodTest.FoodSearcherSetup(GivenShape, GivenTarget, Cube); PopulationList.Add(GoodTest); } }
private async void FindNearestFoodPlaces() { ToggleProgressBar(true, "Looking for food places around"); try { if (MyLocation != null) { FoodSearcher Searcher = new FoodSearcher(); var FoodPlaces = await Searcher.SearchForFoodPlaces(MyLocation.Coordinate.Point, 500); NearbyFoodPlaces = new ObservableCollection <FoodLocation>(FoodPlaces.results); } } catch (Exception ex) { MessageDialog Dialog = new MessageDialog("Nearby Food Places Search Failed"); Dialog.ShowAsync(); } ToggleProgressBar(false); }
void SortList(List <FoodSearcher> unsortedList) { for (int i = 1; i < unsortedList.Count; i++) { for (int j = 1; j < i + 1; j++) { if (unsortedList [i - j].fitness > unsortedList [i - j + 1].fitness) { FoodSearcher tempSecondTest = unsortedList [i - j + 1]; unsortedList [i - j + 1] = unsortedList [i - j]; unsortedList [i - j] = tempSecondTest; } else { break; } } } /*for (int i = 0; i < unsortedList.Count; i++){ * Debug.Log(unsortedList[i].fitness); * }*/ }