// Use this for initialization void Start() { //get the car script component car = GetComponent <CarScript>(); //get line script component line = GameObject.FindGameObjectWithTag("Line").GetComponent <LineScript>(); //get the max velocity of the car maxCarVel = car.GetMaxVelocity(); //get the steering(acceleration) scale of the car steeringValue = car.GetSteeringScale(); //find the input and text objects in the scene and set them as variables here carPositionInputField = GameObject.FindGameObjectWithTag("FuzzyCarPositionInputField"); linePositionInputField = GameObject.FindGameObjectWithTag("FuzzyLinePositionInputField"); velocityInputField = GameObject.FindGameObjectWithTag("FuzzyVelocityInputField"); steeringText = GameObject.FindGameObjectWithTag("FuzzySteeringText").GetComponent <Text>(); }
// Use this for initialization void Start() { //get the car script component from the car car = GetComponent <CarScript>(); //get the line script component from the line line = GameObject.FindGameObjectWithTag("Line").GetComponent <LineScript>(); //get max velocity from the car script maxCarVel = car.GetMaxVelocity(); //get the steering scale(acceleration) from the car script steeringValue = car.GetSteeringScale(); //find the input field and text objects that we want to change in the scene and set the mas variables carPositionInputField = GameObject.FindGameObjectWithTag("RuleBasedCarPositionInputField"); linePositionInputField = GameObject.FindGameObjectWithTag("RuleBasedLinePositionInputField"); velocityInputField = GameObject.FindGameObjectWithTag("RuleBasedVelocityInputField"); steeringText = GameObject.FindGameObjectWithTag("RuleBasedSteeringText").GetComponent <Text>(); //set specific values for the rules to use //distance variable FarLeftDist = -1.5f; LeftDist = -0.025f; RightDist = 0.025f; FarRightDist = 1.5f; //velocity variable FastLeftVel = -0.75f * maxCarVel; LeftVel = -0.25f * maxCarVel; RightVel = 0.25f * maxCarVel; FastRightVel = 0.75f * maxCarVel; //steering output variables SteerHardLeft = -0.75f * steeringValue; SteerLeft = -0.5f * steeringValue; SteerRight = 0.5f * steeringValue; SteerHardRight = 0.75f * steeringValue; }