本文整理匯總了C#中Agent.getNextPercept方法的典型用法代碼示例。如果您正苦於以下問題:C# Agent.getNextPercept方法的具體用法?C# Agent.getNextPercept怎麽用?C# Agent.getNextPercept使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類Agent
的用法示例。
在下文中一共展示了Agent.getNextPercept方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: getPercepts
// Agent perceives world through this function alone.
public void getPercepts(Agent agent, float perfectVisionRange)
{
float startTime = Time.realtimeSinceStartup;
agent.resetPercepts();
AgentPercept tempPercept;
List<Agent> nearbyAgents = new List<Agent>();
Vector2 loc = agent.Location;
float radius = agent.SightRange;
Quad visibleArea = new Quad( loc.x-radius, loc.y-radius, loc.x+radius, loc.y+radius );
agentTree.SearchArea(visibleArea, ref nearbyAgents);
for(int i=0; i<nearbyAgents.Count; i++)
{
// For now not doing self-aware. No Skynet on *my* watch!
if(agent.Guid == nearbyAgents[i].Guid)
{
continue;
}
if(canPerceivePosition(agent, nearbyAgents[i].Location, perfectVisionRange))
{
tempPercept = agent.getNextPercept();// new AgentPercept();
tempPercept.type = AgentPercept.PerceptType.AGENT;
tempPercept.locOne = nearbyAgents[i].Location;
tempPercept.living = nearbyAgents[i].LivingState;
tempPercept.facingDirection = nearbyAgents[i].Direction;
// TODO: Agent object should not be part of percept, fix!
// See AgentPercept.perceivedAgent for more.
tempPercept.perceivedAgent = nearbyAgents[i];
tempPercept = null;
}
}
List<Rect> nearbyStructures = new List<Rect>();
buildingTree.SearchArea(visibleArea, ref nearbyStructures);
List<AgentPercept> structureList = null;
for(int i=0; i<nearbyStructures.Count; i++)
{
perceiveStructure(agent, nearbyStructures[i]);
}
// TODO: Work out a smarter way to handle WorldObjects than point-based
if(agent.Type == Agent.AgentType.HUMAN || agent.Type == Agent.AgentType.HUMAN_PLAYER)
{
for(int wo=0; wo<worldObjects.Count; wo++)
{
if(canPerceivePosition(agent, worldObjects[wo].Location, perfectVisionRange))
{
tempPercept = agent.getNextPercept();// new AgentPercept();
tempPercept.type = AgentPercept.PerceptType.EXTRACT;
tempPercept.locOne = worldObjects[wo].Location;
tempPercept.living = AgentPercept.LivingState.INANIMATE;
tempPercept = null;
}
}
}
_perceptTotalTime += (Time.realtimeSinceStartup-startTime);
_perceptTotalCount++;
}