public float[] RepeatActions(List <float> vectorObs, List <MLAction> actions, bool shouldDodge) { MLInput input = new MLInput(vectorObs.ToArray()); // Sequence if (input.IsDodgeReady()) // Can punch / dodge { // Dodging if (shouldDodge && lastAction != input.GetOpponentAction() && input.GetOpponentAction() == MLAction.PUNCH_LEFT) { lastAction = input.GetOpponentAction(); actionIdx = 0; return(MLActionFactory.GetVectorAction(MLAction.DODGE_RIGHT)); } if (shouldDodge && lastAction != input.GetOpponentAction() && input.GetOpponentAction() == MLAction.PUNCH_RIGHT) { lastAction = input.GetOpponentAction(); actionIdx = 0; return(MLActionFactory.GetVectorAction(MLAction.DODGE_LEFT)); } lastAction = input.GetOpponentAction(); } if (input.IsPunchReady()) { int myComboState = input.GetMyComboState(); if (actions.Count == 2) { switch (myComboState) { case 0: return(MLActionFactory.GetVectorAction(actions[0])); case 1: return(MLActionFactory.GetVectorAction(actions[1])); case 2: return(MLActionFactory.GetVectorAction(actions[1])); default: return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); } } if (actions.Count == 3) { switch (myComboState) { case 0: return(MLActionFactory.GetVectorAction(actions[0])); case 1: return(MLActionFactory.GetVectorAction(actions[1])); case 2: return(MLActionFactory.GetVectorAction(actions[1])); case 3: return(MLActionFactory.GetVectorAction(actions[2])); case 4: return(MLActionFactory.GetVectorAction(actions[2])); default: return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); } } return(MLActionFactory.GetVectorAction(actions[0])); } return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); }