private void AgentDone() { if (unityAgent.IsDone()) { return; } unityAgent.SetReward(area.doneReward); unityAgent.Done(); levelParameters = levelParameters.AdvanceLevel(); Reset(true); }
private void Initialize() { step = 0; stepsInsideTarget = 0; levelParameters = LevelParameters.Create(100, 30f, 1f); var initialPosition = spawnPosition.localPosition; var targetPosition = target.localPosition; agent = FlyingAgent.Create(initialPosition, target: targetPosition, speed: moveSpeed); area = FlyingArea.Create(agent, targetPosition, doneReward: 2f, failReward: -2f); ResetUnityEntities(initialPosition, targetPosition); }