private void OnEvaluatingUpdate(float dt) { simulation.OnUpdate(dt); if (IsVisualizationEnabled) { simulationVisualization.OnUpdate(dt); } if (TrackEvaluationFinished) { // Increment to the next track currentTrackIndex++; // All evaluation has finished, move onto breeding if (currentTrackIndex == tracks.Count) { this.trainingState = TrainState.Breeding; return; } // Will reset all cars to the initial position for the track provided simulation.SetTrack(currentTrack); simulation.Reset(); // Resets all car visuals & sets new track visualization if (IsVisualizationEnabled) { simulationVisualization.SetTrack(currentTrack); simulationVisualization.Reset(); } } }
public override void OnUpdate(float deltaT) { base.OnUpdate(deltaT); simulation.OnUpdate(deltaT); simulationVisualization.OnUpdate(deltaT); }