public void Start() { GrabSettings(); rb = GetComponent <Rigidbody>(); simCtrl = GetComponent <SimInstantiator>(); worldMap = FindObjectOfType <SimulationMap>(); InvokeRepeating("CalcNeighbors", neighborCalcFreq, neighborCalcFreq); InvokeRepeating("Drift", villageNumber / 100f, driftFreq); Vector3 scale = gameObject.transform.localScale; for (int i = 0; i < population; i++) { // Make a new agent. GameObject clone = Instantiate(agentPrefab); AgentCtrl cloneCtrl = clone.GetComponent <AgentCtrl>(); agents.Add(cloneCtrl); cloneCtrl.SetHome(this); // Set the agent moving along a random direction. Rigidbody cloneRB = clone.GetComponent <Rigidbody>(); cloneRB.velocity = new Vector3(Random.Range(0f, 100f), 0f, Random.Range(0f, 100f)); // Put the agent somewhere in the village. float rndX = Random.Range(-scale.x / 2f, +scale.x / 2f); float rndZ = Random.Range(-scale.z / 2f, +scale.z / 2f); rndX += gameObject.transform.position.x; rndZ += gameObject.transform.position.z; clone.transform.position = new Vector3(rndX, 1f, rndZ); // 1 so agents aren't spawned inside the ground } }
public string AddAgent(string agentId, string agentPwd, string agentPhone, string agentName, string agentAddress, int agentGrade, string agentIdCard, string agentNumber, string agentEmail, string agentQq, string remark, int serviceType) { AgentModel model = new AgentModel(); model.AgentId = agentId; model.AgentPassword = CommonLib.Helper.Md5Hash(agentPwd); model.AgentPhone = agentPhone; model.AgentName = agentName; model.AgentAddress = agentAddress; model.AgentGrade = agentGrade; model.AgentIdCard = agentIdCard; model.AgentNumber = agentNumber; model.AgentEmail = agentEmail; model.AgentQQ = agentQq; model.Remark = remark; model.ServiceType = serviceType; ManageUserModel uM = (ManageUserModel)Session["logUser"]; if (uM != null) { model.Creater = uM.Name; } model.AgentLink = "http://app.i200.cn/LoginReg/Registration.aspx?ag="; //舍弃加密方式的代理商编码 //model.AgentLink += (new Class_Password()).EnCode(agentId); model.AgentLink += agentId; return(AgentCtrl.AddAgent(model)); }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "agent") { AgentCtrl stranger = collision.gameObject.GetComponent <AgentCtrl>(); foreach (Phoneme phone in RndWord()) { float hisPoununciation = stranger.GetPronunciation(phone); float ourPronunciation = idiolect[phone]; if (hisPoununciation > ourPronunciation) { idiolect[phone] = ourPronunciation + speechPlasticity; } else { idiolect[phone] = ourPronunciation - speechPlasticity; } //if (ourPronunciation > 0.90) // Debug.Log("Phoneme mutation should go here."); if (speechBubbleOn) { GameObject bubble = Instantiate(speechBubble); Vector3 pos = gameObject.transform.position; pos.y = 10f; bubble.transform.position = pos; } } } }
public void DisplayVillageLanguage(VillageCtrl villageCtrl) { AgentCtrl agent = villageCtrl.agents[0]; string s = ""; bool odd = true; foreach (Phoneme phone in agent.idiolect.Keys) { float f = villageCtrl.AvgPronunciation(phone); s += string.Format("{0} : {1:0.00}\t\t", phone.glyph, f); odd = !odd; if (odd) { s += "\n"; } } langTxt.text = s; }
public string GetAgentStat(string stTime, string edTime, string columns) { string[] cs = columns.Split(','); return(AgentCtrl.GetAgentStat(stTime, edTime, cs)); }
public string ChangeGroup(int curStat, int id) { return(AgentCtrl.ChangeGroup(curStat, id)); }
public string ChangeStatus(int curStat, int id) { return(AgentCtrl.ChangeStatus(curStat, id)); }
public string GetRandomNum() { return(AgentCtrl.GetRandomNum()); }
public string GetAgentList(int pageIndex) { return(AgentCtrl.GetAgentList(pageIndex)); }
public string ModifyAgentInfo(AgentModel model) { return(AgentCtrl.ModifyAgentInfo(model)); }
public string GetSingleModel(int id) { return(CommonLib.Helper.JsonSerializeObject(AgentCtrl.GetSingleModel(id))); }
public ActionResult AgentDetail(int id) { AgentModel model = AgentCtrl.GetSingleModel(id); return(View(model)); }
/// <summary> /// 产生并校验代理商编码 /// </summary> /// <param name="agentName"></param> /// <returns></returns> public string CheckAndAutoGeneratedCode(string agentName) { return(AgentCtrl.CheckAndAutoGeneratedCode(agentName)); }
public void PopulatePhonemeOrder() { AgentCtrl agent = villages[0].agents[0]; phonemeOrder = agent.idiolect.Keys.ToArray(); }