/// <summary> /// removes all cars then recreates them /// </summary> private void createCars() { //delete all of the cars then create new ones if (carList != null) { for (int i = 0; i < carList.Count; i++) { Destroy(carList[i].gameObject); } } carList = new List <carNetwork>(); //creates/recreates the cars for (int i = 0; i < populationSize; i++) { //create the car then asign it a neural network carNetwork car = ((GameObject)Instantiate(carPrefab, startingPos.transform.position, startingPos.transform.rotation)).GetComponent <carNetwork>(); car.Init(neuralNetworkList[i]); carList.Add(car); } }
// Update is called once per frame void Update() { if (!created) { created = true; createNetwork(); car = ((GameObject)Instantiate(carPrefab, transform.position, transform.rotation)).GetComponent <carNetwork>(); car.Init(champNetwork); } if (car.lapGateTime < 10) { car.lapGateTime = 10000000; } if (Input.GetKeyDown(KeyCode.Space)) { farCamera.enabled = !farCamera.enabled; followCamera.enabled = !followCamera.enabled; } followCamera.transform.rotation = iniRot; followCamera.transform.position = car.transform.position + new Vector3(0, 10, 0); }