private void FindAgent() { if (currentAgent == null) { currentAgent = FindObjectOfType <NEATAgent>(); } //beacuse f**k you (aka read the manual) if (currentAgent == null) { Debug.LogError("NEAT agent was not found, have you tried getting your shit together (aka, add a NEAT agent component on your training object)"); foreach (var obj in FindObjectsOfType <GameObject>()) { if (obj != gameObject) { Destroy(obj); } } Destroy(gameObject); return; } currentAgent.SetEvolver(this); }
// Start is called before the first frame update void Start() { agent = GetComponent <NEATAgent>(); rb2d = GetComponent <Rigidbody2D>(); spriteRend = GetComponent <SpriteRenderer>(); orgSprite = spriteRend.sprite; startPos = transform.position; distance = 0; }
private void Start() { rb2d = GetComponent <Rigidbody2D>(); agent = GetComponent <NEATAgent>(); cameraBounds = Camera.main.orthographicSize; currentScore = 0; currenAliveTime = 0; text.text = "Score: " + currentScore; if (isAI) { StartCoroutine(AIFlap()); StartCoroutine(Counter()); } }
private void Start() { agent = GetComponent <NEATAgent>(); blockBounds = blocks[0].GetComponent <SpriteRenderer>().bounds.size; blockBorders = blockBounds * new Vector2(width, hight); gameBoard = new BoardMatrix(width, hight, transform.position, blockBounds, blockBorders); waitTime = 0; currentMoveTime = waitMoveTime; currentScore = 0; comboWhitLast = false; combo = 1; pieces = 0; scoreText.text = "Score: 0"; comboText.text = "Combo: 1"; AddAllPiecesTypes(); ClearPieces(); CreateNewPiece(); StartCoroutine(MoveCurrenPiece()); }
void Start() { rb2d = GetComponent <Rigidbody2D>(); agent = GetComponent <NEATAgent>(); jump = false; }