void move() { float[] inputVec = new float[PlayerNeuralNet.inputNodes]; inputVec[0] = (target.x - bodyTrans.localPosition.x) / 30; inputVec[1] = (target.z - bodyTrans.localPosition.z) / 30; inputVec[2] = targetVel.x / 10; inputVec[3] = targetVel.z / 10; inputVec[4] = bodyRb.velocity.x / 10; inputVec[5] = bodyRb.velocity.z / 10; float[] outputArr = PlayerNeuralNet.NeuralNetwork(inputVec); //Vector3 force = new Vector3(putInBetween(-MaxForce, MaxForce, outputArr[0]), 0, putInBetween(-MaxForce, MaxForce, outputArr[1])); //bodyRb.AddRelativeForce(force); bodyRb.AddRelativeForce(Normalize(outputArr[0], outputArr[1])); //appliedForce = Normalize(outputArr[0], outputArr[1]); //Debug.Log(Normalize(outputArr[0], outputArr[1])); }
private void Start() { PlayerNeuralNet.load(); timer = 0; Begin(); }