public override void InitializeAgent()
    {
        MazeGeneratorArea = GetComponentInParent <MazeGeneratorArea>();
        PlayerGoal        = MazeGeneratorArea.PlayerGoal;
        RayPerception3D   = GetComponent <RayPerception3D>();

        if (CaptureData)
        {
            if (!MazeGeneratorArea.PlayerFileCreated)
            {
                var headings = new List <string>()
                {
                    "PlayerName",
                    "PlayerType",
                    "StepsTrained",
                    "MazeGeneratorName",
                    "AverageScore",
                    "MistakesMade",
                    "LevelsComplted",
                    "Score",
                    "TotalMillisecondsToComplete"
                };
                DataRecorder.WriteRecordToCSV(headings, CSVFilePath);
                MazeGeneratorArea.PlayerFileCreated = true;
            }
        }

        startTime = DateTime.UtcNow;
    }
    public static MazeCell[,] InitializeMaze(GameObject agent, int mazeRows, int mazeColumns, GameObject wallPrefab, GameObject cellLocationPrefab, float cellSize, MazeGeneratorArea mazeGeneratorArea, GameObject playerGoal)
    {
        MazeCell[,] mazeCells = new MazeCell[mazeRows, mazeColumns];

        for (int r = 0; r < mazeRows; r++)
        {
            for (int c = 0; c < mazeColumns; c++)
            {
                mazeCells[r, c] = new MazeCell
                {
                    cellParentAndLocation = Instantiate(cellLocationPrefab, agent.transform.position + new Vector3(r * cellSize, 0, c * cellSize), Quaternion.identity, agent.transform) as GameObject
                };
                mazeCells[r, c].cellParentAndLocation.name = $"Cell [{r},{c}]";
                mazeCells[r, c].cellParentAndLocation.AddComponent <MazeCellValues>();

                if (c == 0)
                {
                    mazeCells[r, c].leftWall      = Instantiate(wallPrefab, agent.transform.position + new Vector3(r * cellSize, 0, (c * cellSize) - (cellSize / 2f)), Quaternion.identity, mazeCells[r, c].cellParentAndLocation.transform) as GameObject;
                    mazeCells[r, c].leftWall.name = "Left Wall " + r + "," + c;
                }

                mazeCells[r, c].rightWall      = Instantiate(wallPrefab, agent.transform.position + new Vector3(r * cellSize, 0, (c * cellSize) + (cellSize / 2f)), Quaternion.identity, mazeCells[r, c].cellParentAndLocation.transform) as GameObject;
                mazeCells[r, c].rightWall.name = "Right Wall " + r + "," + c;

                if (r == 0)
                {
                    mazeCells[r, c].topWall      = Instantiate(wallPrefab, agent.transform.position + new Vector3((r * cellSize) - (cellSize / 2f), 0, c * cellSize), Quaternion.identity, mazeCells[r, c].cellParentAndLocation.transform) as GameObject;
                    mazeCells[r, c].topWall.name = "Top Wall " + r + "," + c;
                    mazeCells[r, c].topWall.transform.Rotate(Vector3.up * 90f);
                }

                mazeCells[r, c].bottomWall      = Instantiate(wallPrefab, agent.transform.position + new Vector3((r * cellSize) + (cellSize / 2f), 0, c * cellSize), Quaternion.identity, mazeCells[r, c].cellParentAndLocation.transform) as GameObject;
                mazeCells[r, c].bottomWall.name = "Bottom Wall " + r + "," + c;
                mazeCells[r, c].bottomWall.transform.Rotate(Vector3.up * 90f);
            }
        }

        mazeGeneratorArea.MazeGeneratorPlayerAgent.transform.position = mazeCells[0, 0].cellParentAndLocation.transform.position;

        var temp = Instantiate(mazeGeneratorArea.MazeGeneratorPlayerAgent.gameObject, agent.transform.parent);

        Destroy(mazeGeneratorArea.MazeGeneratorPlayerAgent.gameObject);
        mazeGeneratorArea.MazeGeneratorPlayerAgent = temp.GetComponent <PCGMazeGeneratorPlayerAgent>();

        mazeGeneratorArea.MazeGeneratorPlayerAgent.currentCell = mazeCells[0, 0];

        playerGoal.transform.position = mazeCells[mazeRows - 1, mazeColumns - 1].cellParentAndLocation.transform.position;

        return(mazeCells);
    }
コード例 #3
0
 public override void InitializeAgent()
 {
     PCGMazeGeneratorArea = GetComponentInParent <MazeGeneratorArea>();
     PlayerGoal           = PCGMazeGeneratorArea.PlayerGoal;
     RayPerception3D      = GetComponent <RayPerception3D>();
 }