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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
}
}
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