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 } }