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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

[Serializable]
public class GUIController : MonoBehaviour
{
    [SerializeField]
    private Text _iterationText;
    [SerializeField]
    private Text _stepText;
    private Text _LearningRateText;
    private Text _DiscountingFactorText;
    public Text IterationText { get => _iterationText; set => _stepText = value; }
    public Text StepText { get => _stepText; set => _stepText = value; }

    public void UpdateInterationText(string newText)
    {
        IterationText.text = string.Format("Iteration: {0}", newText);
    }

    public void UpdateStepText(string newText)
    {
        StepText.text = string.Format("Step: {0}", newText);
    }

<<<<<<< Updated upstream
    public void ResetScene()
    {       
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
=======
    public void UpdateLearningRateValue(float newValue)
    {
        StepText.text = string.Format("Step: {0}", newValue);
>>>>>>> Stashed changes
    }
}