public void CustomStart()
        {
            neuralNetwork = gameObject.GetComponent <NeuralNetwork>();
            screen        = GameObject.Find("PixelScreen").GetComponent <ScreenControls>();

            pixels = new byte[28][];

            for (int i = 0; i < pixels.Length; ++i)
            {
                pixels[i] = new byte[28];
            }

            arrayPixels = new byte[784];

            randomIndexes = new int[miniBatchSize];
            GenerateRandomIndex();

            allImages = new DigitImage[fileDataCount];

            OpenFiles();
            ParseImages(fileDataCount);
            CloseFiles();

            ready = true;
        }
Esempio n. 2
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        // AddScreen
        public void AddScreen(Screen screen)
        {
            ScreenControl screenControl = new ScreenControl();

            screenControl.SetNextScreen(screen);

            ScreenControls.Add(screenControl);
        }
    private void Awake()
    {
        makeScreen     = PixelScreen.GetComponent <MakeScreen>();
        screenControls = PixelScreen.GetComponent <ScreenControls>();
        ubyteParser    = gameObject.GetComponent <UbyteParser>();
        neuralNetwork  = gameObject.GetComponent <NeuralNetwork>();
        UINNResults    = gameObject.GetComponent <UINNResults>();

        StartCoroutine(StartUp());
    }
 public void GiveCaller(ScreenControls caller)
 {
     caller.GetData(ref pixels);
 }
Esempio n. 5
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        // Update
        public void Update(float frameTime)
        {
        #if !RELEASE
            frameTime *= d_TimeScale;
        #endif

            int indexInput = -1;

            // determine which screens gets input
            for (int i = (ScreenControls.Count - 1); i >= 0; --i)
            {
                if (ScreenControls[i].CurrentScreen.AllowInput)
                {
                    indexInput = i;
                    break;
                }
            }

            // process each screen
            // - input and update all first
            for (int i = 0; i < ScreenControls.Count; ++i)
            {
                CurrentScreenControl = i;

                ScreenControl screenControl = ScreenControls[i];

                if (i == indexInput)
                {
                    screenControl.ProcessInput();
                }

                screenControl.Update(frameTime);
            }

            // - messages and render second
            for (int i = 0; i < ScreenControls.Count; ++i)
            {
                CurrentScreenControl = i;

                ScreenControl screenControl = ScreenControls[i];

                for (int j = 0; j < MessageCount; ++j)
                {
                    screenControl.ProcessMessage(ref MessagePool[j]);
                }

                screenControl.Render();
            }

            // remove any dead screens
            for (int i = (ScreenControls.Count - 1); i >= 0; --i)
            {
                if (ScreenControls[i].State == E_ScreenState.None)
                {
                    ScreenControls.RemoveAt(i);
                }
            }

            CurrentScreenControl = -1;
            MessageCount         = 0;

        #if !RELEASE
            if (d_ShowSafeArea)
            {
                SpriteColors c           = 0x40c0c000;
                RenderState  renderState = new RenderState((int)E_Effect.MultiTexture1, E_BlendState.AlphaBlend);
                _UI.Sprite.AddSprite(0, _UI.Sprite.TopLayer, _UI.SXL, _UI.SYT, 0.0f, _UI.SSX, _UI.SSY, E_Align.TopLeft, ref c, ref renderState);
                _UI.Sprite.AddTexture(0, _UI.Texture.Get("null"));
            }

            if (d_ShowScreens)
            {
                SpriteColors c = Color.DarkOrange;

                for (int i = 0; i < ScreenControls.Count; ++i)
                {
                    Vector3 p = new Vector3(_UI.SXM, _UI.SYB - (20.0f * i), 0.0f);

                    StringUI.Clear();
                    StringUI.Add(i);
                    StringUI.Add("  -  ");
                    StringUI.Add(ScreenControls[i].CurrentScreen.Name);

                    _UI.Font.Draw(StringUI, _UI.Store_FontStyle.Get("Default"), 0, _UI.Sprite.TopLayer, ref p, 20.0f, E_Align.BottomCentre, ref c, 0.0f);
                }
            }
        #endif
        }