| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| public class WeightDisplay : MonoBehaviour | |
| { | |
| private Agent agentRef; | |
| public Text title; | |
| public List<Text> weightList = new List<Text>(5); | |
| void Update() | |
| { | |
| //if (Input.GetMouseButtonDown(0)) | |
| //{ | |
| // RaycastHit hit; | |
| // Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
| // if (Physics.Raycast(ray, out hit, 50.0f)) { | |
| // selectedCube = hit.transform.gameObject; | |
| // } | |
| //} | |
| //DisplaySelectedCube(selectedCube); | |
| } | |
| public void DisplaySelectedCube(GameObject selectedCube) | |
| { | |
| if (selectedCube != null) | |
| { | |
| (int, int) position = selectedCube.GetComponent<FloorCube>().position; | |
| title.text = $"X: {position.Item1} Y: {position.Item2}"; | |
| agentRef = FindObjectOfType<Agent>(); | |
| for (int i = 0; i < weightList.Capacity; ++i) | |
| { | |
| weightList[i].text = agentRef.StateActionPairQValue[(position, (Action)i)].ToString(); | |
| } | |
| } | |
| } | |
| } | |