using UnityEngine; using MLAgents; public class BananaArea : Area { public GameObject banana; public GameObject badBanana; public int numBananas; public int numBadBananas; public bool respawnBananas; public float range; void CreateBanana(int numBana, GameObject bananaType) { for (int i = 0; i < numBana; i++) { GameObject bana = Instantiate(bananaType, new Vector3(Random.Range(-range, range), 1f, Random.Range(-range, range)) + transform.position, Quaternion.Euler(new Vector3(0f, Random.Range(0f, 360f), 90f))); bana.GetComponent().respawn = respawnBananas; bana.GetComponent().myArea = this; } } public void ResetBananaArea(GameObject[] agents) { foreach (GameObject agent in agents) { if (agent.transform.parent == gameObject.transform) { agent.transform.position = new Vector3(Random.Range(-range, range), 2f, Random.Range(-range, range)) + transform.position; agent.transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360))); } } CreateBanana(numBananas, banana); CreateBanana(numBadBananas, badBanana); } public override void ResetArea() { } }