/// <summary> /// Sets the character's destination based on the "mouse position", which is ultimately indicated by this agent. /// </summary> protected void Move() { _destinationSet = true; _currentArrivalSpeed = 1.0f; _destination = new Vector3(transform.position.x, 0, transform.position.z); _lookDirection = (_destination - _characterTransform.position).normalized; if (_academy.GetIsInference()) { Instantiate(_walkFeedback, new Vector3(transform.position.x, 0.1f, transform.position.z), Quaternion.Euler(new Vector3(90, 0, 0))); } }
private void WaitTimeInference() { if (!academy.GetIsInference()) { RequestDecision(); } else { if (timeSinceDecision >= timeBetweenDecisionsAtInference) { timeSinceDecision = 0f; RequestDecision(); } else { timeSinceDecision += Time.fixedDeltaTime; } } }
private void WaitTimeInterface() { if (m_academy.GetIsInference()) { if (m_timer > 0) { m_timer -= Time.deltaTime; } else { m_timer = DECISION_INTERVAL; RequestDecision(); } } else { // 学習時はフレーム毎に呼び出す RequestDecision(); } }
void WaitTimeInference() { if (renderCamera != null) { renderCamera.Render(); } if (!m_Academy.GetIsInference()) { RequestDecision(); } else { if (m_TimeSinceDecision >= timeBetweenDecisionsAtInference) { m_TimeSinceDecision = 0f; RequestDecision(); } else { m_TimeSinceDecision += Time.fixedDeltaTime; } } }