// Use this for initialization void Start() { loseGame.text = ""; cubeCtrlScriptRef = cube.GetComponent <CubeController>(); varForPrefab = Resources.Load("prefabs/MainCube", typeof(GameObject)) as GameObject; numIterationsScriptRef = varForPrefab.GetComponent <numIterationsScript>(); while ((mazeWidth = cell.GetComponent <MazeGenerator>()._width) == -1 || (mazeHeight = cell.GetComponent <MazeGenerator>()._height) == -1) { } mazeWidth = cell.GetComponent <MazeGenerator>()._width; mazeHeight = cell.GetComponent <MazeGenerator>()._height; Debug.Log(mazeWidth); Debug.Log(mazeHeight); // for n * n mazes (n(n+2) - 1) / 2 hitFactDenom = energyPenaltyDivFactor(mazeWidth, mazeHeight); energyHitFactor = (mazeWidth * (mazeWidth + 2) - 1) / hitFactDenom; // the denomitaor here scales out the large penalty do to errors ai will make // different function for non square mazes Debug.Log(hitFactDenom); Debug.Log(energyHitFactor); }
void Start() { energyScriptRef = energyBarr.GetComponent <energyScript>(); lookupTable = GetComponent <QTable>(); lookupTable.qTableInit(); tableMessenger = GetComponent <TextWriteTest>(); // keep reference to numIterations alive when scene reload variableForPrefab = Resources.Load("prefabs/MainCube", typeof(GameObject)) as GameObject; numIterationsScriptRef = variableForPrefab.GetComponent <numIterationsScript>(); // run the read function to update Qtable from local text files read(); numIterationsScriptRef.numIterations += 1; // increment numIterations completeText.text = ""; StartCoroutine(runStartText()); // if aiEnabled = false hide the aiCube and render in the playerCube if (aiEnabled == false) { cube.SetActive(false); CubeController scriptRef = GetComponent <CubeController>(); scriptRef.enabled = false; // disable the mlScript so computations dont use resources in background } if (playerEnabled == false) { //playerCube.SetActive(false); GameObject.Destroy(playerCube); //CubeController scriptRefTwo = GetComponent<playerController>(); //scriptRefTwo.enabled = false; } else { aiCam.enabled = false; } dataObj = GetComponent <DataCollect>(); positions = dataObj.getPositions(); directionsTaken = dataObj.getdDirectionTaken(); distToGoal = dataObj.getDistToGoal(); canMoveLeft = dataObj.getCanMoveLeft(); canMoveRight = dataObj.getCanMoveRight(); canMoveBack = dataObj.getCanMoveBack(); canMoveForward = dataObj.getCanMoveForward(); rewardGiven = dataObj.getRewardGiven(); }