Hi,
since we're experimenting with different infection models, I've removed the infection code from HumanBase and created an abstract base class AbstractInfection. The existing, probability-based infection has been moved to ProbabilityBasedInfection.cs, all in the Infection folder. The infection model can simply be attached to the Human as another component, as I already did to the prefabs.
Also, Unity Script Execution order sometimes caused the End Game Controller to finish the game before it has even started. I solved this by introducing the EndGameController.InitComplete() method. The controller's update method will now do nothing before InitComplete is called.
@maccxs If you've already written code for your SEIR model, could you also move it to a class derived from AbstractInfection? This way, switching between models becomes most easy.
Hi, since we're experimenting with different infection models, I've removed the infection code from HumanBase and created an abstract base class
AbstractInfection
. The existing, probability-based infection has been moved toProbabilityBasedInfection.cs
, all in the Infection folder. The infection model can simply be attached to the Human as another component, as I already did to the prefabs.Also, Unity Script Execution order sometimes caused the End Game Controller to finish the game before it has even started. I solved this by introducing the
EndGameController.InitComplete()
method. The controller's update method will now do nothing beforeInitComplete
is called.@maccxs If you've already written code for your SEIR model, could you also move it to a class derived from
AbstractInfection
? This way, switching between models becomes most easy.