/// <summary> /// This will spawn Forrest at the start marker /// </summary> public void RespawnForrest(int num) { GameObject[] grabPast = GameObject.FindGameObjectsWithTag("Passive"); if (!slowMode) { // loop through the num count & spawn a every Forrest attempt for that day for (int i = 0; i < num; i++) { ForrestCTRL f = grabPast[i].GetComponent <ForrestCTRL>(); // Set the position to be that of the starting sphere f.transform.position = new Vector3(startSp.transform.position.x, f.transform.position.y, startSp.transform.position.z); // Set the angle to be that of the starting sphere f.transform.eulerAngles = new Vector3(f.transform.eulerAngles.x, startSp.transform.eulerAngles.y, f.transform.eulerAngles.z); // Set the brain to the corresponding attention ini data f.SetBrain(attIniData[i]); // f.Reset(); // Add the Forrest attemp to the list of All Forrest Attempts allFatt.Add(f); } // Need to clear & make way for a new day startFatt.Clear(); // This will copy that list for later use for (int i = 0; i < allFatt.Count; i++) { startFatt.Add(allFatt[i]); } } else { // if ((int)attempt.x == (int)attempt.y - 1) { LearnFromAttempts(); SetHighest(); SetGraphs(); attempt.x = -1; startFatt.Clear(); day++; } attempt.x++; ForrestCTRL f = grabPast[(int)attempt.x].GetComponent <ForrestCTRL>(); // Set the position to be that of the starting sphere f.transform.position = new Vector3(startSp.transform.position.x, f.transform.position.y, startSp.transform.position.z); // Set the angle to be that of the starting sphere f.transform.eulerAngles = new Vector3(f.transform.eulerAngles.x, startSp.transform.eulerAngles.y, f.transform.eulerAngles.z); // Set the brain to the corresponding attention ini data if (mode == GameMode.Train) { f.SetBrain(attIniData[(int)attempt.x]); } else if (mode == GameMode.Test) { f.SetBrain(attIniData[(int)attempt.x], mP.brains[(int)attempt.x].Split('\n')[0]); } allFatt.Add(f); startFatt.Add(f); // f.Reset(); } }
/// <summary> /// This will spawn Forrest at the start marker /// </summary> public void SpawnForrest(int num) { if (!slowMode) { // loop through the num count & spawn a every Forrest attempt for that day for (int i = 0; i < num; i++) { ForrestCTRL f = Instantiate(forrest).GetComponent <ForrestCTRL>(); // Set the position to be that of the starting sphere f.transform.position = new Vector3(startSp.transform.position.x, f.transform.position.y, startSp.transform.position.z); // Set the angle to be that of the starting sphere f.transform.eulerAngles = new Vector3(f.transform.eulerAngles.x, startSp.transform.eulerAngles.y, f.transform.eulerAngles.z); // Set the brain to the corresponding attention ini data if (mode == GameMode.Train) { f.SetBrain(attIniData[i]); } else if (mode == GameMode.Test) { f.SetBrain(attIniData[i], mP.brains[i].Split('\n')[0]); } else if (mode == GameMode.Campaign) { string name = mP.campNN.Split('\n')[0]; string pass = mP.campNN.Split('\n')[1]; f.SetBrain(ParseBrain1(pass, 29), name); } // Add the Forrest attemp to the list of All Forrest Attempts allFatt.Add(f); } // Need to clear & make way for a new day startFatt.Clear(); // This will copy that list for later use for (int i = 0; i < allFatt.Count; i++) { startFatt.Add(allFatt[i]); } } else { if (day == 0) { day++; } // if ((int)attempt.x == (int)attempt.y - 1) { LearnFromAttempts(); SetHighest(); SetGraphs(); attempt.x = -1; startFatt.Clear(); day++; } attempt.x++; ForrestCTRL f = Instantiate(forrest).GetComponent <ForrestCTRL>(); // Set the position to be that of the starting sphere f.transform.position = new Vector3(startSp.transform.position.x, f.transform.position.y, startSp.transform.position.z); // Set the angle to be that of the starting sphere f.transform.eulerAngles = new Vector3(f.transform.eulerAngles.x, startSp.transform.eulerAngles.y, f.transform.eulerAngles.z); // Set the brain to the corresponding attention ini data if (mode == GameMode.Train) { f.SetBrain(attIniData[(int)attempt.x]); } else if (mode == GameMode.Test) { f.SetBrain(attIniData[(int)attempt.x], mP.brains[(int)attempt.x].Split('\n')[0]); } allFatt.Add(f); startFatt.Add(f); // f.Reset(); } }