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// velInverseLerpVal = VelocityInverseLerp(cubeForward * walkingSpeed, avgVelValue);
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velInverseLerpVal = VelocityInverseLerp(cubeForward * walkingSpeed); |
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// velInverseLerpVal = VelocityInverseLerp(cubeForward * walkGroup.walkingSpeed);
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rewardManager.UpdateReward("productOfAllRewards", velInverseLerpVal * lookAtTargetReward); |
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// rewardManager.UpdateReward("productOfAllRewards", velInverseLerpVal * lookAtTargetReward * headHeightOverFeetReward);
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// rewardManager.UpdateReward("productOfAllRewards", velInverseLerpVal * lookAtTargetReward);
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rewardManager.UpdateReward("productOfAllRewards", velInverseLerpVal * lookAtTargetReward * headHeightOverFeetReward); |
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// velInverseLerpVal = VelocityInverseLerp(Vector3.zero, cubeForward * walkingSpeed, avgVelValue);
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//This reward will approach 1 if it matches and approach zero as it deviates
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