/// <summary> /// 改变当前的决定 /// </summary> /// <param name="_Decision">要改编为的决定</param> public void ChangeDecision(Decisions _Decision) { //Debug.Log(gameObject.name+"Decision Change Had Been Called"); //决定可以在不同的ai角色中共用 brain.m_LearnedBehaviorManager.m_Decisions = Instantiate(_Decision); brain.m_LearnedBehaviorManager.m_Decisions.Initialize(brain); //Debug.Log(gameObject.name+"Current Decision is"+brain.m_LearnedBehaviorManager.m_Decisions); }
protected void Update() { elementInDictioanry = peopleInMemory.Keys.Count; m_EnemyTarget = sensorData.m_EnemyTarget; m_HaveEnemy = sensorData.m_HaveEnemy; m_EvadeTarget = sensorData.m_EvadeTarget; m_NeedEvade = sensorData.m_NeedEvade; //Debug.Log(brain.m_LearnedBehaviorManager.m_Decisions); CurrentDecision = brain.m_LearnedBehaviorManager.m_Decisions; }
/// <summary> /// 初始化决定 /// </summary> public void InitializeDecision() { decisions = aiSettings.m_OriginalDecision; //Debug.Log(decisions); //Debug.Log("Next decisions' number is : "+decisions.m_NextDecisions.Length); //for (int i = 0; i < decisions.m_NextDecisions.Length; i++) //{ // Debug.Log("decisions.m_NextDecisions[i].m_NextDecision is:"+decisions.m_NextDecisions[i].m_NextDecision); // Debug.Log("decisions.m_NextDecisions[i].m_DecideEvents is:" + decisions.m_NextDecisions[i].m_DecideEvents); //} //初始化dicision decisions.Initialize(brain); }