public PopulationUpdater(CountryController country, PopulationController population, MoneyController money, MapController map) { _country = country; _population = population; _money = money; _map = map; }
void Start() { source = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); waitTime = startWaitTime; rotationCalculated = false; healthBar.GetComponent <Slider>().value = health; immunityBar.GetComponent <Slider>().value = immunity; immunityBar.SetActive(true); populationController = gameManager.GetComponent <PopulationController>(); pauseManagerScript = FindObjectOfType <PauseManagerScript>(); //setting up initial values minX = -10f; maxX = 10f; minZ = -10f; maxZ = 10f; startWaitTime = Random.Range(1, 5); moveSpot = new Vector3(Random.Range(minX, maxX), transform.position.y, Random.Range(minZ, maxZ)); if (isInfected) { enableInfectionForceField(); } else { disableInfectionForceField(); } }
public void Awake() { if (instance == null) { instance = this; } }
public override void OnInspectorGUI() { DrawDefaultInspector(); // for other non-HideInInspector fields PopulationController script = (PopulationController)target; script.employWorking = EditorGUILayout.Toggle("Employ Working", script.employWorking); if (script.employWorking) { EditorGUI.indentLevel++; script.idleTime = EditorGUILayout.IntField("Idle Time", script.idleTime); EditorGUI.indentLevel--; } script.walkingAround = EditorGUILayout.Toggle("Walking Around", script.walkingAround); if (script.walkingAround) { EditorGUI.indentLevel++; script.activeTime = EditorGUILayout.FloatField("Active Time", script.activeTime); script.restTime = EditorGUILayout.FloatField("Rest Time", script.restTime); script.movementSpeed = EditorGUILayout.FloatField("Movement Speed", script.movementSpeed); script.widthX = EditorGUILayout.FloatField("Width X", script.widthX); script.widthY = EditorGUILayout.FloatField("Width Y", script.widthY); script.widthZ = EditorGUILayout.FloatField("Width Z", script.widthZ); EditorGUI.indentLevel--; } }
void Start() { populationController = GameObject.Find("PopulationController").GetComponent(typeof(PopulationController)) as PopulationController; populationController.ChangePopulation(populationValue); navMeshAgent = gameObject.GetComponent(typeof(NavMeshAgent)) as NavMeshAgent; InhabitAFreeHouse(); }
public override void OnPlace(Tile[] parentTiles) { base.OnPlace(parentTiles); UpdateHouseLevel(); populationController = GameObject.Find("PopulationController").GetComponent(typeof(PopulationController)) as PopulationController; populationController.ChangeMaxPopulation(maxSupportedHabitants); }
public void RegisterUpgradeSignal(PopulationController population) { int upgradeCost = population.GetUpgradeCost(); if(population.GetUpgradeCost() <= energy) { population.Upgrade(); SetEnergy(energy - upgradeCost); } else { Debug.Log("Not enough energy to upgrade."); } }
// Use this for initialization void Start() { killed = false; direction = endPosition - startingPosition; direction.Normalize(); this.transform.position = startingPosition; popController = PopulationController.instance; buildingController = BuildingController.instance; SetRandomLightingStrikeTimer(); }
void Start() { popCon = GetComponent <PopulationController>(); popCon.populationSize = Mathf.FloorToInt(populationSizeSlider.value); popCon.genomLength = Mathf.FloorToInt(genomLengthSlider.value); popCon.cutoff = CutoffSlider.value; popCon.mutationRate = MutationRateSlider.value; popCon.survivorKeep = Mathf.FloorToInt(surviovrsKeepSlider.value); }
public void BuildPopulation() { creatureReferences = new GameObject[populationSize]; for (int i = 0; i < populationSize; i++) { creatureReferences[i] = Instantiate(creatureTemplate); } pop = new PopulationController(populationSize, creatureReferences, lifeSpan, brain, speed, angle, rayLength, inititalX, initialY, NumberOfProbes, walls, food); }
public float RegisterFoodRequest(PopulationController popController, float foodAmt) { int foodChainRank = popController.foodChainRank; // if lowest on food chain, give free food if(foodChainRank == 0) { return foodAmt; } else { return populationControllers[foodChainRank-1].TakeFood(foodAmt); } }
public override void OnInspectorGUI() { // base.OnInspectorGUI(); serializedObject.Update(); PopulationController popController = (PopulationController)target; if (GUILayout.Button("Kill All Agents")) { popController.KillAll(); } GUILayout.Space(20); popController.reproductionMethod = (PopulationController.ReproductionMethod)EditorGUILayout.EnumPopup(new GUIContent("Reproduction Method", "This is the method used when transitioning to the next generation of agents.\nSexual: The top two most fit agents will have their weights mixed in various ways in order to create the next generation of agents.\nASexual: The weights from the best performing agent will be copied to all other agents and then they will all be mutated by the specified amount to get genetic diversity"), popController.reproductionMethod); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(neuronsPerLayer, true); GUILayout.Space(20); popController.mutationType = (PopulationController.MutationType)EditorGUILayout.EnumPopup(new GUIContent("Mutation Type: ", "Entire network means that the specified number of weights can be mutated from anywhere in the network.\nCustom range means that only weights within the specified range will be mutated"), popController.mutationType); if (popController.mutationType == PopulationController.MutationType.CustomRange) { //Custom mutate options EditorGUILayout.LabelField("Custom Mutation Range"); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(minLayer, true); EditorGUILayout.PropertyField(maxLayer, true); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(minNeuron, true); EditorGUILayout.PropertyField(maxNeuron, true); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(minConnection, true); EditorGUILayout.PropertyField(maxConnection, true); EditorGUILayout.EndHorizontal(); } GUILayout.Label(new GUIContent("Mutation Rate:", "This is how many genes should be mutated each time the agents reproduce")); mutationRate.intValue = EditorGUILayout.IntSlider(mutationRate.intValue, 1, 999); //Applies all changes to variables serializedObject.ApplyModifiedProperties(); }
public Population(PopulationController populationController, OrganismFactory organismFactory, int initCount) { this.populationController = populationController; this.organismFactory = organismFactory; AddOrganisms(initCount); InitParams(); // subscribe self to organism death messages SubscribeDeath(HandleDeath); }
public ArmyInterface( CountryController country, PopulationController population, ArmyController army, InputController input, OutputController output, ContextController context ) { _country = country; _population = population; _army = army; _input = input; _out = output; _context = context; }
private void Start() { if (instance == null) { instance = this; } else { Destroy(instance); } generationCount = 1; generationCountText.text = "Generation: " + generationCount.ToString(); FirstGeneration(); }
// Use this for initialization void Start() { killed = false; direction = endPosition - startingPosition; direction.Normalize(); this.transform.position = startingPosition; smokeParticleSys = transform.GetChild(0).GetComponent <ParticleSystem>(); popController = FindObjectOfType <PopulationController>(); if (direction.x < 0) { Vector3 temp = transform.localScale; temp.x = -temp.x; transform.localScale = temp; } }
public void BuildPopulation() { creatureReferences = new GameObject[populationSize]; for (int i = 0; i < populationSize; i++) { creatureReferences[i] = Instantiate(creatureTemplate); } lineRenderers = new GameObject[populationSize * NumberOfProbes]; for (int i = 0; i < populationSize * NumberOfProbes; i++) { lineRenderers[i] = Instantiate(lineRendererReference); } SetRenderLayerOrderToBLUR(); pop = new PopulationController(populationSize, creatureReferences, lifeSpan, brain, speed, angle, rayLength, inititalX, initialY, NumberOfProbes, walls, food); pop.SetCreatureSortingLayer("ThingsOnTopOfBackground"); }
public void Init(PopulationController parentPopulation, GameInfo.PopulationStat populationStat) { this.parentPopulation = parentPopulation; this.stats = populationStat.stats; SphereCollider agroCollider = GetComponentInChildren <SphereCollider>(); aiDestinationSetter = GetComponent <AIDestinationSetter>(); aIPath = GetComponent <AIPath>(); //set the base stats of the individual from its population stats aIPath.maxSpeed = stats[(int)GameInfo.PopulationStat.stat.speed] * 2f + 15f; agroCollider.radius = stats[(int)GameInfo.PopulationStat.stat.vision] * 2 + 10; timeLeft += stats[(int)GameInfo.PopulationStat.stat.endurance] * 1.5f; newTarget = new GameObject().transform; target = generatePosition(); aiDestinationSetter.target = target; aIPath.SearchPath(); }
public override void OnPlace(Tile[] parentTiles) { base.OnPlace(parentTiles); unitsController = GameObject.Find("UnitsController").GetComponent <UnitsController>(); UpdateBuildingModel(); populationController = GameObject.Find("PopulationController").GetComponent(typeof(PopulationController)) as PopulationController; populationController.ChangeTotalNumberOfJobs(tileProperties.buildingProperties.workersRequired); UpdateRoadAccess(); CheckForWorkers(); if ((hasRoadAccess || !tileProperties.buildingProperties.requiresRoadAccess) && foundWorkers) { ChangeRunningValue(true); } else { StartCoroutine("WaitForRoadAccessAndWorkers"); } }
// Use this for initialization void Start() { popCounter = FindObjectOfType <PopulationController>(); popCounter.IncreasePopulationSize(maxPeopleInTheHouse); }
private void Awake() { Instance = this; }
public void Start() { pc = GameObject.FindGameObjectWithTag("PopulationController").GetComponent <PopulationController>(); }
public PopulationSave(PopulationController pc) { Working = pc.Working; Proles = pc.Proles; }
//contacts the population controller and returns the count of game objects with that tag. public int CountPop(GameObject controller, string tag) { PopulationController popController = controller.GetComponent(typeof(PopulationController)) as PopulationController; return(popController.GetPops()[tag]); }