public void NotifyDeath(Car_Behaviour car, bool endReached)//Used by the Car Behaviours to notify when inactive { nActiveCars--; if (car.GetFitness() > fitCurGen) { fitCurGen = car.GetFitness(); } if (endReached) { carsReachedObjective++; } }
Car_Behaviour InstantiateCar(Vector3 spawnPoint, NN nN, string name) { Car_Behaviour behaviour = Instantiate(carPrefab, spawnPoint, Quaternion.identity).GetComponent <Car_Behaviour>(); if (nN != null) { behaviour.ActivateBrain(nN); } else { behaviour.ActivateBrain(); } behaviour.transform.name = name; behaviour.objective = trackCtrl.trackEnd.position; behaviour.active = true; behaviour.AIControlled = true; return(behaviour); }
Car_Behaviour InstantiateCar(Vector3 spawnPoint, float[][] hlWeights, float[] hlBiases, float[] OWeights, float OBiases, string name) { Car_Behaviour behaviour = Instantiate(carPrefab, spawnPoint, Quaternion.identity).GetComponent <Car_Behaviour>(); behaviour.active = true; behaviour.AIControlled = true; if (hlWeights != null || hlBiases != null) { behaviour.ActivateBrain(hlWeights, hlBiases, OWeights, OBiases); } else { behaviour.ActivateBrain(); } behaviour.transform.name = name; behaviour.objective = trackCtrl.trackEnd.position; return(behaviour); }
Car_Behaviour InstantiateCar(Vector3 spawnPoint, string brain, string name, NN.TYPE brainType) { Car_Behaviour behaviour = Instantiate(carPrefab, spawnPoint, Quaternion.identity).GetComponent <Car_Behaviour>(); behaviour.active = true; behaviour.AIControlled = true; behaviour.transform.name = name; behaviour.objective = trackCtrl.trackEnd.position; //behaviour.type = brainType; if (brain != null) { behaviour.ActivateBrain(brain); } else { behaviour.ActivateBrain(); } return(behaviour); }
private void Update() { mostFitCar = gameCtrl.GetMostFitCar(); if (Input.GetKeyUp(KeyCode.C) && mostFitCar != null) { if (mostFitCar != null) { mainCam.SetTarget(mostFitCar.transform); } } /*if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Tab)) * { * mainCam.enabled = !mainCam.enabled; * }*/ if (mostFitCar != null) { outputSlider.value = mostFitCar.steering; topdownCam.transform.position = new Vector3(mostFitCar.transform.position.x, 10, mostFitCar.transform.position.z); } }