public Block Mutate(float noice) { Block mutation = new Block(); mutation.MountainEntities = new List <Mountain>(); foreach (Mountain mountain in this.MountainEntities) { mutation.MountainEntities.Add(mountain.Mutate(noice)); } EvalBlock eval = new EvalBlock(); eval.BlockGrade(mutation); return(mutation); }
private void GenerateMutateAndRelease() { Block bestBlock = null; //Create Blocks for (int i = 0; i < 12; i++) { EvalBlock eval = new EvalBlock(); Block tmp = new Block(); eval.BlockGrade(tmp); TemporalBlockQueue.Add(tmp); } // Debug.Log("Initial > : " + _PrintQueue()); for (int i = 0; i < 5; i++) { _ReduceAndMutate(); // Debug.Log("Mutation #" + (i + 1) + ": " + _PrintQueue()); } bestBlock = TemporalBlockQueue[TemporalBlockQueue.Count - 1]; Debug.Log("[MUTATOR] ===================== ADDED TO QUEUE BLOCK G: " + bestBlock.grade); Mutate.BlockQueue.Enqueue(bestBlock); }