public void reset() { sr.WriteLine("RESET\n"); sr.Flush(); if (victorious) { victorious = false; } transform.position = new Vector3(0, -3, -1); square = new Vector2(2, 3); predictedSquare = new Vector2(2, 2); direction = Vector3.up; transform.rotation = Quaternion.Euler(up); //Data collection variables moves = 0; avg_time_per_move = 0f; avg_turns_per_move = 0f; squares_explored_list = new List <string>(); squares_explored_list.Add("23"); all_move = 0; two_move = 0; player_only_moves = 0; statueArrowBottom.reset(); statueArrowTop.reset(); unDisplayOptions(); }
// resets data after public void reset() { if (victorious) { victorious = false; } transform.position = new Vector3(0, -3, -1); square = new Vector2(2, 3); predictedSquare = new Vector2(2, 2); direction = Vector3.up; prevMoveDir = direction; transform.rotation = Quaternion.Euler(up); //Data collection variables hintManager.reset(); moves = 0; turns = 0; pathTurns = 0; avg_path_turns_per_move = -1f; // actual turns in path made divided by length of path startTime = Time.time; movementTime = 0f; squares_explored_list = new List <string>(); squares_explored_list.Add("23"); left_squares = 0; right_squares = 0; top_squares = 0; bottom_squares = 1; squares_explored = 0; num_repeated_squares = 0; num_traversed_squares = 1; all_move = 0; two_move = 0; player_only_moves = 0; playerStatueCollide = 0; playerBlockedByStatue = 0; statuesBlockEachOther = 0; statuesCollide = 0; statueBlockedByOffscreen = 0; /* STATUE ARROW DATA */ num_traversed_squares_statues = 0; num_repeated_squares_statues = 0; squares_explored_statues = 2; left_squares_statues = 0; right_squares_statues = 0; bottom_squares_statues = 1; top_squares_statues = 1; statueArrowBottom.reset(); statueArrowTop.reset(); pathTrace = coordinatesToSquare(square); unDisplayOptions(); }
public void resetForNewPlayer() { transform.position = new Vector3(0, -3, -1); square = new Vector2(2, 3); predictedSquare = new Vector2(2, 2); direction = Vector3.up; transform.rotation = Quaternion.Euler(up); statueArrowBottom.reset(); statueArrowTop.reset(); // reset data collection moves = 0; squares_explored_list = new List <string>(); squares_explored_list.Add("23"); states_explored_list = new List <string>(); states_explored_list.Add("23:25:21"); unique_states = 1; all_move = 0; two_move = 0; player_only_moves = 0; }