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    Class Floor

    Floor tile which will get dirty over time, given the chance every second of Chance. You should have a KaijuSensor which detects these and can determine which are clean and which are dirty via the Dirty parameter. From there, you will want to move the agent towards a dirty tile if it sensed one. Once close enough to the dirty floor tile, you will need to create a KaijuActuator which can call the Clean() method.

    Inheritance
    System.Object
    KaijuBehaviour
    Floor
    Inherited Members
    KaijuBehaviour.OnPreSetPosition
    KaijuBehaviour.OnPreSetPositionGlobal
    KaijuBehaviour.OnSetPosition
    KaijuBehaviour.OnSetPositionGlobal
    KaijuBehaviour.OnPreSetOrientation
    KaijuBehaviour.OnPreSetOrientationGlobal
    KaijuBehaviour.OnSetOrientation
    KaijuBehaviour.OnSetOrientationGlobal
    KaijuBehaviour.OnPreSetScale
    KaijuBehaviour.OnPreSetScaleGlobal
    KaijuBehaviour.OnSetScale
    KaijuBehaviour.OnSetScaleGlobal
    KaijuBehaviour.Position
    KaijuBehaviour.Position3
    KaijuBehaviour.LocalPosition
    KaijuBehaviour.LocalPosition3
    KaijuBehaviour.X
    KaijuBehaviour.LocalX
    KaijuBehaviour.Y
    KaijuBehaviour.LocalY
    KaijuBehaviour.Z
    KaijuBehaviour.LocalZ
    KaijuBehaviour.Orientation
    KaijuBehaviour.LocalOrientation
    KaijuBehaviour.OrientationAngles
    KaijuBehaviour.LocalOrientationAngles
    KaijuBehaviour.OrientationQuaternion
    KaijuBehaviour.LocalOrientationQuaternion
    KaijuBehaviour.OrientationX
    KaijuBehaviour.LocalOrientationX
    KaijuBehaviour.OrientationY
    KaijuBehaviour.LocalOrientationY
    KaijuBehaviour.OrientationZ
    KaijuBehaviour.LocalOrientationZ
    KaijuBehaviour.OrientationQuaternionX
    KaijuBehaviour.LocalOrientationQuaternionX
    KaijuBehaviour.OrientationQuaternionY
    KaijuBehaviour.LocalOrientationQuaternionY
    KaijuBehaviour.OrientationQuaternionZ
    KaijuBehaviour.LocalOrientationQuaternionZ
    KaijuBehaviour.OrientationQuaternionW
    KaijuBehaviour.LocalOrientationQuaternionW
    KaijuBehaviour.LocalScale
    KaijuBehaviour.LocalScaleX
    KaijuBehaviour.LocalScaleY
    KaijuBehaviour.LocalScaleZ
    KaijuBehaviour.GlobalScale
    KaijuBehaviour.GlobalScaleX
    KaijuBehaviour.GlobalScaleY
    KaijuBehaviour.GlobalScaleZ
    KaijuBehaviour.LocalToWorld
    KaijuBehaviour.WorldToLocal
    KaijuBehaviour.Forward
    KaijuBehaviour.Forward3
    KaijuBehaviour.Backwards
    KaijuBehaviour.Up
    KaijuBehaviour.Down
    KaijuBehaviour.Right
    KaijuBehaviour.Left
    KaijuBehaviour.Parent
    KaijuBehaviour.Root
    KaijuBehaviour.ChildCount
    KaijuBehaviour.HasChanged
    KaijuBehaviour.HierarchyCount
    KaijuBehaviour.HierarchyCapacity
    KaijuBehaviour.Layer
    KaijuBehaviour.ComponentCount
    KaijuBehaviour.ActiveInHierarchy
    KaijuBehaviour.ActiveSelf
    KaijuBehaviour.IsStatic
    KaijuBehaviour.Scene
    Namespace: KaijuSolutions.Agents.Exercises.Cleaner
    Syntax
    public class Floor : KaijuBehaviour

    Properties

    Chance

    The chance that every second this floor tile could become dirty. Note that as this is randomly calculated every fraction of a second, a value of one does not actually guarantee the tile will become dirty every second.

    Declaration
    public float Chance { get; }
    Property Value
    Type Description
    System.Single

    Dirty

    If this floor tile is dirty.

    Declaration
    public bool Dirty { get; }
    Property Value
    Type Description
    System.Boolean

    Methods

    Clean()

    Clean this floor tile. Your actuator will want to call this once you are close enough to this tile.

    Declaration
    public void Clean()
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