public void Creation(int[] v1, float[][] v2, float[][][] v3, UIControler userInterface, int s1) { Gen = userInterface; LastPos = this.transform.position; StartPos = new Vector3[InputInformation.Length]; StartRot = new Quaternion[InputInformation.Length]; for (int i = 0; i < InputInformation.Length; i++) { StartPos[i] = InputInformation[i].transform.position; StartRot[i] = InputInformation[i].transform.localRotation; } input = new float[InputInformation.Length + OutputBone.Length + 3 + 3 + 3 + 2]; blockade = new float[OutputBone.Length]; neuralNetwork = new NeutralNetwork(v1, v2, v3, s1); ChoseColor(); }
public void Creation(int[] layerShema, UIControler mana) { Gen = mana; LastPos = this.transform.position; StartPos = new Vector3[InputInformation.Length]; StartRot = new Quaternion[InputInformation.Length]; for (int i = 0; i < InputInformation.Length; i++) { StartPos[i] = InputInformation[i].transform.position; StartRot[i] = InputInformation[i].transform.localRotation; } input = new float[InputInformation.Length + OutputBone.Length + 3 + 3 + 3 + 2]; layerShema[0] = input.Length; layerShema[layerShema.Length - 1] = OutputBone.Length; blockade = new float[OutputBone.Length]; neuralNetwork = new NeutralNetwork(layerShema); ChoseColor(); active = true; }