using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class RewardChanger : MonoBehaviour { public GameObject Agent; public Button nonRBT; public Button shootRBT; public Button shootWithoutReadyRBT; public Button hitRBT; public Button killRBT; public Button winRBT; public Button loseRBT; public InputField nonRInputField; public InputField shootRInputField; public InputField shootWithoutReadyRInputField; public InputField hitRInputField; public InputField killRInputField; public InputField winRInputField; public InputField loseRInputField; public void nonRBTPresses(){ string reward = nonRInputField.GetComponent().text; Agent.GetComponent().nonReward = float.Parse(reward); } public void shootRBTPresses(){ string reward = shootRInputField.GetComponent().text; Agent.GetComponent().shootReward = float.Parse(reward); } public void shootWithoutReadyRBTPresses(){ string reward = shootWithoutReadyRInputField.GetComponent().text; Agent.GetComponent().shootWithoutReadyReward = float.Parse(reward); } public void hitRBTPresses(){ string reward = hitRInputField.GetComponent().text; Agent.GetComponent().hitReward = float.Parse(reward); } public void killRBTPresses(){ string reward = killRInputField.GetComponent().text; Agent.GetComponent().killReward = float.Parse(reward); } public void winRBTPresses(){ string reward = winRInputField.GetComponent().text; Agent.GetComponent().winReward = float.Parse(reward); } public void loseRBTPresses(){ string reward = loseRInputField.GetComponent().text; Agent.GetComponent().loseReward = float.Parse(reward); } }