コード例 #1
0
    /// <summary>
    /// Creates the creature and attached it to the evolution.
    /// </summary>
    public void AttachCreatureToEvolution(Evolution evolution)
    {
        ResetHoverableColliders();

        CreatureSaver.SaveCurrentCreature(lastCreatureName, joints, bones, muscles);

        Creature creature = BuildCreature();

        DontDestroyOnLoad(creature.gameObject);

        evolution.creature = creature;
    }
コード例 #2
0
    /** Generates a creature and starts the evolution simulation. */
    public void Evolve()
    {
        // don't attempt evolution if there is no creature
        if (joints.Count == 0)
        {
            return;
        }

        ResetHoverableColliders();

        CreatureSaver.SaveCurrentCreature(lastCreatureName, joints, bones, muscles);

        Creature creature = BuildCreature();

        DontDestroyOnLoad(creature.gameObject);

        //SceneManager.LoadScene("EvolutionScene");
        AsyncOperation sceneLoading = SceneManager.LoadSceneAsync("EvolutionScene");

        //AsyncOperation sceneLoading = SceneManager.LoadSceneAsync("TestEvolutionScene");
        sceneLoading.allowSceneActivation = true;
        DontDestroyOnLoad(evolution.gameObject);
        evolution.creature = creature;

        //evolution.PopulationSize = buttonManager.GetPopulationInput();
        //evolution.SimulationTime = buttonManager.GetSimulationTime();

        var settings = settingsMenu.GetEvolutionSettings();

        //evolution.PopulationSize = settings.populationSize;
        //evolution.SimulationTime = settings.simulationTime;

        //Evolution.task = buttonManager.GetTask();
        //Evolution.task = settings.task;

        evolution.Settings      = settings;
        evolution.BrainSettings = settingsMenu.GetNeuralNetworkSettings();

        SetMobileNoSleep();

        StartCoroutine(WaitForEvolutionSceneToLoad(sceneLoading));
        DontDestroyOnLoad(this);
        //evolution.StartEvolution();
        //Time.timeScale = 5.0f;
    }