public Enemy CreateEnemy( GameObject prefab, HealthType healthType, AttackerType attackerType, MoverType moverType, PerceptionType perceptionType, ICharacter target) { var newGameObject = UnityEngine.Object.Instantiate(prefab); newGameObject.name = "Enemy"; newGameObject.layer = LayerMask.NameToLayer("Enemy"); var enemy = newGameObject.AddComponent <Enemy>(); enemy.InitializeBrain(); enemy.InitializePathfindingAgent(); enemy.InitializeHealth(GetHealthData(healthType)); enemy.InitializeAttacker(GetAttackerData(attackerType)); enemy.InitializeMover(GetMoverData(moverType)); enemy.InitializeLoot(); enemy.InitializePerception(GetPerceptionData(perceptionType)); enemy.InitializeTarget(target); return(enemy); }
/// <summary> /// Genera Documento de Perecepcion /// </summary> /// <param name="doc">Pereception UBL2.0</param> /// <returns>Path of XML</returns> public XmlFileResult GenerateDocPerception(PerceptionType doc) { var filename = $"{doc.AgentParty.PartyIdentification[0].ID.Value}-40-{doc.ID.Value}"; return(new XmlFileResult { Success = true, FileName = filename, Content = UtilsXmlDoc.GenFile(ref _result, doc, _certificado) }); }
private PerceptionData GetPerceptionData(PerceptionType perceptionType) { switch (perceptionType) { case PerceptionType.Low: return(new PerceptionData(Constants.LOW_PERCEPTION_UPDATE_INTERVAL, Constants.LOW_INNER_RADIUS, Constants.LOW_OUTER_RADIUS)); case PerceptionType.Medium: return(new PerceptionData(Constants.MEDIUM_PERCEPTION_UPDATE_INTERVAL, Constants.MEDIUM_INNER_RADIUS, Constants.MEDIUM_OUTER_RADIUS)); case PerceptionType.High: return(new PerceptionData(Constants.HIGH_PERCEPTION_UPDATE_INTERVAL, Constants.HIGH_INNER_RADIUS, Constants.HIGH_OUTER_RADIUS)); default: throw new NotImplementedException("PerceptionType not implemented: " + perceptionType); } }
public static CreatureTypeFilter Perception(PerceptionType perceptionType) => new CreatureTypeFilter(CreatureType.Perception, (int)perceptionType);
public Perceptron(PerceptionType perceptionType, ActionvationFunction activeType) { m_perceptionType = perceptionType; m_activeFuncType = activeType; }
public static CreatureTypeFilter Perception(PerceptionType perceptionType) { return(new CreatureTypeFilter(CreatureType.Perception, (int)perceptionType)); }