public void ActivateFunction(FTYPE fTYPE) { if (activeFunctions == null) { activeFunctions = new List <FTYPE>(); } if (!activeFunctions.Contains(fTYPE)) { activeFunctions.Add(fTYPE); } ActivationFunctions.ActivateFunction(activeFunctions); }
// Use this for initialization void Start() { artgallery = this; //FIXME PROTOTYPE set a random seed value here instead and save that value for a play session seed = testerID; //testerID //seed = UnityEngine.Random.Range(0, 9999999); UnityEngine.Random.InitState(seed); //RunExternalScript("test.bat", ""); // Build the game room GameObject roomProp = Instantiate(roomObject) as GameObject; gameRoom = roomProp.GetComponent <Room>(); gameRoom.SetArtGallery(this); // starting functions availableFunctions = new List <FTYPE> { FTYPE.ID, FTYPE.TANH, FTYPE.SQUAREWAVE, FTYPE.GAUSS, FTYPE.SINE, FTYPE.SAWTOOTH, FTYPE.ABSVAL }; if (activeFunctions == null) { activeFunctions = new List <FTYPE>(); ActivateFunction(FTYPE.ID); } //activate functions // Testing: activating all functions //ActivationFunctions.ActivateAllFunctions(); ActivationFunctions.ActivateFunction(activeFunctions); // build the lobby lobby = new RoomConfiguration(STARTING_NUM_ARTWORKS); room = lobby; gameRoom.InitializeRoom(GetImagesFromArtworks(room.GetArtworks())); List <Artwork> artToSave = new List <Artwork>(); lobby.SetSculptures(gameRoom.GetSculptures()); }
void Start() { EvolutionaryHistory.InitializeEvolutionaryHistory(); EvolutionaryHistory.archetypes[0] = new TWEANNGenotype(4, 3, 0).Nodes; width = height = 64; //ActivationFunctions.ActivateAllFunctions(); collectedFunctions = new List <FTYPE> { FTYPE.ID, FTYPE.TANH, FTYPE.SQUAREWAVE, FTYPE.GAUSS, FTYPE.SINE }; activeFunctions = new List <FTYPE> { FTYPE.ID, FTYPE.GAUSS, FTYPE.SINE }; ActivationFunctions.ActivateFunction(activeFunctions); leftRenderer = leftQuad.GetComponent <Renderer>(); rightRenderer = rightQuad.GetComponent <Renderer>(); leftImg = new Texture2D(width, height, TextureFormat.ARGB32, true); rightImg = new Texture2D(width, height, TextureFormat.ARGB32, true); BuildArtworks(); }