void Awake() { Director director = Director.GetInstance(); director.currentSceneController = this; director.currentSceneController.loadResources(); userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; userGUI.gameState = 0; ai = gameObject.AddComponent <AIcontroller>() as AIcontroller; }
void Awake() { Director director = Director.getInstace(); director.current = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new CharacterController[6]; loadResources(); //######################### actionManager = gameObject.AddComponent <Move> () as Move; ai = gameObject.AddComponent <AIcontroller>() as AIcontroller; }
void Start() { script = car.GetComponent <AIcontroller>(); string path = Application.persistentDataPath + "/Text.txt"; string[] savefile = File.ReadAllLines(path); path = Application.persistentDataPath + savefile[0]; string[] weights = File.ReadAllLines(path); Debug.Log(path); Debug.Log(savefile[1]); int q = 0, nou = 0; while (q < savefile[1].Length) { nou = nou * 10 + savefile[1][q] - '0'; q++; } gen = nou; Debug.Log(gen); int sign, nr, j = 0, i = gen * 2 - 1; for (int l = 1; l <= 3; l++) { for (int ii = 1; ii <= 4; ii++) { for (int jj = 1; jj <= 4; jj++) { nr = 0; sign = 1; while (j < weights[i].Length && weights[i][j] != ' ') { if (weights[i][j] == '-') { sign = -1; } if (weights[i][j] >= '0' && weights[i][j] <= '9') { nr = nr * 10 + weights[i][j] - '0'; } j++; } j++; script.a[l, ii, jj] = (float)(nr * sign) / 10000; Debug.Log(script.a[l, ii, jj]); } } } }
public bool human; // indiciating whether or not the player is a bot/AI //public Rigidbody OurPlayer; //public Vector3 weaponOffset; //public float nextAttack; //protected bool iAttack; //List<Rigidbody> projectiles; //protected virtual void Attack() {} //protected virtual void Attack(Vector3 target) {} protected void start() { followCamera = cameraObject.GetComponent <FollowCamera>(); weapon = WeaponObject.GetComponent <Weapon>(); if (human == false) { bot = OurPlayer.GetComponent <AIcontroller>(); } //projectiles = new List<Rigidbody>(); //GameObject weaponObject = Instantiate(WeaponObject, OurPlayer.transform.position + weaponOffset, Quaternion.identity) as GameObject; //WeaponObject.transform.position = OurPlayer.transform.position+weaponOffset; // move the weapon to the desired offset from the player //WeaponObject.transform.parent = OurPlayer.transform; // set the weapon object's transform to be a child of our player's transform. //nextAttack = attackRate; //Setup(); }
void Start() { rb = car.GetComponent <Rigidbody2D>(); col = false; cur = 1; max1 = 0f; max2 = 0f; generation = 1; alive = new int[13]; fit = new float[13]; a = new float[13, 4, 5, 5]; rez = new float[13, 4, 5, 5]; probabilities = new float[13]; ales = new int[13]; script = car.GetComponent <AIcontroller>(); string path = Application.persistentDataPath + "/Text.txt"; string[] savefile = File.ReadAllLines(path); if (savefile[1][0] - '0' == 1) { random(); } else { load(); } for (int l = 1; l <= 3; l++) { for (int i = 1; i <= 4; i++) { for (int j = 1; j <= 4; j++) { script.a[l, i, j] = a[cur, l, i, j]; } } } }
private void movingState() { if (startMove) { if (dir == curDir) { // don't need to rotate if (!moving) { Debug.Log("want to move"); destination = transform.position + transform.forward.normalized; moving = true; audio [1].Play(); } else { if (Vector3.Distance(transform.position, destination) > 0.01f) { board.monsPosTable[(int)transform.position.x, (int)transform.position.z] = false; Vector3 to = Vector3.MoveTowards(transform.position, destination, 10 * Time.deltaTime); transform.position = to; } else { board.monsPosTable[(int)transform.position.x, (int)transform.position.z] = true; arrived = true; board.steps[playerIndex]--; if (playerIndex == 1 && board.MoveMonsEnd) { AIcontroller ai = GameObject.FindGameObjectWithTag("AI").GetComponent <AIcontroller>(); ai.RotateBattleDir(); } startMove = false; destination = transform.position; } } } else if (!moving) { // need to rotate Debug.Log("want to rotate"); if (dir == 0) { transform.rotation = Quaternion.LookRotation(Vector3.forward); curDir = 0; } else if (dir == 1) { transform.rotation = Quaternion.LookRotation(Vector3.forward * -1); curDir = 1; } else if (dir == 2) { transform.rotation = Quaternion.LookRotation(Vector3.right * -1); curDir = 2; } else if (dir == 3) { transform.rotation = Quaternion.LookRotation(Vector3.right); curDir = 3; } } GetComponent <Animator>().Play("Walk"); } }