public void setModel(SharpML model) { sml = model; }
private void LoadLevel() { LevelData level = LevelData.instance; // set level switch (level.type) { case LEVEL_TYPE.SOLO: levelTitle.text = "LVL " + level.level; break; case LEVEL_TYPE.DUEL: levelTitle.text = "DUEL"; break; case LEVEL_TYPE.TEST: levelTitle.text = "TEST"; break; } // set names switch (level.type) { case LEVEL_TYPE.SOLO: nameUI[0].text = level.playerNames[0]; if (level.control[1] == PLAYER_TYPE.FOLLOWER) { nameUI[1].text = level.control[1].ToString(); } else { nameUI[1].text = level.ai[1].ToString(); } break; case LEVEL_TYPE.DUEL: nameUI[0].text = level.playerNames[0]; nameUI[1].text = level.playerNames[1]; break; case LEVEL_TYPE.TEST: if (level.control[0] == PLAYER_TYPE.FOLLOWER) { nameUI[0].text = level.control[0].ToString(); } else { nameUI[0].text = level.ai[0].ToString(); } if (level.control[1] == PLAYER_TYPE.FOLLOWER) { nameUI[1].text = level.control[1].ToString(); } else { nameUI[1].text = level.ai[1].ToString(); } break; } // set colors for (int i = 0; i < 2; i++) { players[i].setColor(level.playerColors[i]); nameUI[i].color = level.playerColors[i]; scoreUI[i].color = level.playerColors[i]; } // set controls if (level.type == LEVEL_TYPE.SOLO) { controls[0].SetActive(true); controls[1].SetActive(false); } else { controls[0].SetActive(false); controls[1].SetActive(true); } // set stages for (int i = 0; i < 4; i++) { stages[i].SetActive(i == level.stage); } // set autostart after score autoStart = level.control[0] != PLAYER_TYPE.PLAYER && level.control[1] != PLAYER_TYPE.PLAYER; //autoStart = true; // set player controlers for (int i = 0; i < 2; i++) { players[i].playerController = level.control[i]; } // machine learning data if (LevelData.instance.type == LEVEL_TYPE.SOLO) { trainData = new List <PongData>(10000); roundData = new List <PongData>(2000); } // set machine learning models for (int i = 0; i < 2; i++) { if (players[i].playerController == PLAYER_TYPE.MACHINE) { SharpML sml = new SharpML(level.ai[i], level.dataNames[i]); //sml.LoadModel(LevelData.instance.stage, LevelData.instance.playerID); //sml.Train(LevelData.instance.dataNames[i]); players[i].GetComponent <MachinePlayer>().setModel(sml); } } }