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CellActivity = new Color[NumCells]; |
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} |
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/// <summary>
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/// Calls the initialization methods. Creates the data storing properties used to send the data
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/// Establishes
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/// </summary>
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public virtual void Start() |
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public void Awake() |
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{ |
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Initialize(); |
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} |
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public virtual void Initialize() |
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{ |
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InitGridParameters(); |
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InitDepthType(); |
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byteSizesBytesList = new List<byte[]>(); |
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m_perceptionTexture2D = new Texture2D(GridNumSideX, GridNumSideZ, TextureFormat.RGB24, false); |
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} |
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/// <summary>
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/// Calls the initialization methods. Creates the data storing properties used to send the data
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/// Establishes
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/// </summary>
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public virtual void Start() |
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{ |
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Initialize(); |
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} |
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/// <inheritdoc cref="ISensor.Reset"/>
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/// <param name="normalizedDistance">A float between 0 and 1 describing the ratio of
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/// the distance currentColliderGo is compared to the edge of the gridsensor</param>
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/// <example>
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/// Here is an example of extenind GetObjectData to include information about a potential Rigidbody:
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/// Here is an example of extend GetObjectData to include information about a potential Rigidbody:
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/// <code>
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/// protected override float[] GetObjectData(GameObject currentColliderGo,
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/// float type_index, float normalized_distance)
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/// <summary>
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/// LoadObjectData - If the GameObject matches a tag, GetObjectData is called to extract the data from the GameObject
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/// then the data is transformed based on the GridDepthType of the gridsensor.
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/// Further documetation on the GridDepthType can be found below
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/// Further documentation on the GridDepthType can be found below
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/// </summary>
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/// <param name="currentColliderGo">The game object that was found colliding with a certain cell</param>
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/// <param name="cellIndex">The index of the current cell</param>
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if (ShowGizmos) |
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{ |
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if (Application.isEditor && !Application.isPlaying) |
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Start(); |
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Initialize(); |
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Perceive(); |
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