public override void Execute() { // reset the world event output; the engine can set a new world event output, but it will only last 1 step Owner.WorldEventOutput.Fill(0.0f); ActionInputType input = DecodeAction(); // The engine updates the world's memory blocks based on agent's input Owner.Engine.Step(input); }
public WeaponAction GetAction(ActionInputType type) { for (int i = 0; i < Actions.Length; i++) { if (Actions[i].InputType == type) { return(Actions[i]); } } return(null); }
public ActionSlot GetActionSlot(ActionInputType type) { for (int i = 0; i < Slots.Length; i++) { if (Slots[i].InputType == type) { return(Slots[i]); } } return(null); }