private void logMoveData() { //When a player moves, record the current time // when the player next moves, record the current time // subtract the previous move time from the current move time float currentTime = Time.time; float currentMoveTime = currentTime - prevMoveEndTime; avg_time_per_move += currentMoveTime; prevMoveEndTime = currentTime; avg_turns_per_move += turnCount; turnCount = 0; if (canMove() && statueArrowBottom.canMove() && statueArrowTop.canMove()) { Debug.Log("ALL_MOVE"); all_move++; } else if (canMove() && (statueArrowBottom.canMove() || statueArrowTop.canMove())) { Debug.Log("TWO_MOVE"); two_move++; } else if (canMove()) { Debug.Log("ONE_MOVE"); player_only_moves++; } print("MOVE_TIME: " + currentMoveTime); }
private void logMoveData() { //When a player moves, record the current time // when the player next moves, record the current time // subtract the previous move time from the current move time float currentTime = Time.time; float currentMoveTime = currentTime - prevMoveEndTime; movementTime += currentMoveTime; prevMoveEndTime = currentTime; if (canMove() && statueArrowBottom.canMove() && statueArrowTop.canMove()) { all_move++; } else if (canMove() && (statueArrowBottom.canMove() || statueArrowTop.canMove())) { two_move++; } else if (canMove()) { player_only_moves++; } }
public void act() { if (players < NUM_PLAYERS) { if (moves > MAX_MOVES || isStuck() || victory()) { logEndGameData(); resetForNewPlayer(); players++; } int randomTurn = (int)UnityEngine.Random.Range(0.0f, 4.0f); if (randomTurn == 0) { turnUp(); statueArrowBottom.turnUp(); statueArrowTop.turnDown(); } else if (randomTurn == 1) { turnRight(); statueArrowBottom.turnRight(); statueArrowTop.turnLeft(); } else if (randomTurn == 2) { turnDown(); statueArrowBottom.turnDown(); statueArrowTop.turnUp(); } else if (randomTurn == 3) { turnLeft(); statueArrowBottom.turnLeft(); statueArrowTop.turnRight(); } logMoveData(); if (canMove()) { move(); moves++; if (statueArrowBottom.canMove()) { statueArrowBottom.move(); } if (statueArrowTop.canMove()) { statueArrowTop.move(); } Debug.Log("ADDED new state " + stateToString()); if (!states_explored_list.Contains(stateToString())) { unique_states++; } states_explored_list.Add(stateToString()); } } else { finished = true; Application.Quit(); } }