Aimbot Enviroment very first

Basic environment include Multi scene, Reward Change, Visible chart, etc....
This commit is contained in:
2022-09-05 20:46:08 +09:00
parent aa337c5fc2
commit 2d404cfdf2
1552 changed files with 162551 additions and 0 deletions
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using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using XCharts;
using XCharts.Runtime;
/*主要ML-Agent控制*/
public class AgentWithGun : Agent
{
public GameObject thisAgentObj;
public Transform thisAgent;
public Camera thisCam;
public CharacterController PlayerController;
public GameObject enemyPrefab;
[Header("Rewards")]
[Tooltip("Nothing happened reward")]
public float nonRewardDefault = -0.05f;
[Tooltip("Agent Do shoot action reward")]
public float shootRewardDefault = -0.1f;
[Tooltip("Agent Do shoot action but gun is not read")]
public float shootWithoutReadyRewardDefault = -1.0f;
[Tooltip("Hit Enemy reward")]
public float hitRewardDefault = 2.0f;
[Tooltip("Episode Win reward")]
public float winRewardDefault = 10.0f;
[Tooltip("Episode Lose reward")]
public float loseRewardDefault = -10.0f;
[Tooltip("Enemy down reward")]
public float killRewardDefault = 5.0f;
[Header("Env")]
public bool lockMouse = false;
public float Damage = 50; // damage to enemy
public float fireRate = 0.5f;
public int enemyNum = 3;
public int timeLimit = 30;
public bool lockCameraX = false;
public bool lockCameraY = true;
//public Vector3 startPosition = new Vector3(9, 1, 18);
public int minEnemyAreaX = -12;
public int maxEnemyAreaX = 11;
public int minEnemyAreaY = -20;
public int maxEnemyAreaY = 20;
public int minAgentAreaX = -12;
public int maxAgentAreaX = 11;
public int minAgentAreaY = -28;
public int maxAgentAreaY = -22;
[Header("GetAxis() Simulate")]
public float MoveSpeed = 2.0f;
public float vX = 0f;
public float vZ = 0f;
public float acceleration = 0.1f; // 加速度
public float mouseXSensitivity = 100;
public float mouseYSensitivity = 200;
public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
private float startTime = 0;
private int shoot = 0;
private float lastShootTime = 0.0f;
private int nowEnemyNum = 0;
private int enemyKillCount = 0;
private int step = 0;
private int EP = 0;
private string LoadDirDate;
private string LoadDirTime;
private float LoadDirDateF;
private float loadDirTimeF;
private StartSeneData DataTransfer;
private UIController UICon;
private HistoryRecorder HistoryRec;
private RaySensors rayScript;
[System.NonSerialized]public float nonReward;
[System.NonSerialized] public float shootReward;
[System.NonSerialized] public float shootWithoutReadyReward;
[System.NonSerialized] public float hitReward;
[System.NonSerialized] public float winReward;
[System.NonSerialized] public float loseReward;
[System.NonSerialized] public float killReward;
[System.NonSerialized] public float saveNow = 0;
void Start()
{
DataTransfer = GameObject.Find("StartSeneDataTransfer").GetComponent<StartSeneData>();
UICon = transform.GetComponent<UIController>();
HistoryRec = transform.GetComponent<HistoryRecorder>();
rayScript = GetComponent<RaySensors>();
// get load directory.
LoadDirDate = DataTransfer.LoadDirDate;
LoadDirTime = DataTransfer.LoadDirTime;
LoadDirDateF = float.Parse(LoadDirDate);
loadDirTimeF = float.Parse(LoadDirTime);
// get Default reward.
nonRewardDefault = DataTransfer.nonReward;
shootRewardDefault = DataTransfer.shootReward;
shootWithoutReadyRewardDefault = DataTransfer.shootWithoutReadyReward;
hitRewardDefault = DataTransfer.hitReward;
killRewardDefault = DataTransfer.killReward;
winRewardDefault = DataTransfer.winReward;
loseRewardDefault = DataTransfer.loseReward;
// give default Reward to Reward value will be used.
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
killReward = killRewardDefault;
// change Decision Period & Take Actions Between Decisions
transform.GetComponent<DecisionRequester>().DecisionPeriod = DataTransfer.DecisionPeriod;
transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = DataTransfer.ActionsBetweenDecisions;
}
/* ----------此Update用于debugBuild前删除或注释掉!----------*/
/*void Update()
{
//Debug.Log(RaySensors.rayTagResult[0]);
}*/
/* ----------此Update用于debugBuild前删除或注释掉!----------*/
// --------------初始化---------------
// randomInitEnemys随机生成enemy
public void randomInitEnemys(int EnemyNum)
{
for (int i = 0; i < EnemyNum; i++)
{
int randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX);
int randZ = UnityEngine.Random.Range(minEnemyAreaY, maxEnemyAreaY);
int Y = 1;
Instantiate(enemyPrefab, new Vector3(randX, Y, randZ), Quaternion.identity);
}
}
// --------------初始化---------------
// randomInitAgent随机位置初始化Agent
public void randomInitAgent()
{
int randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX);
int randZ = UnityEngine.Random.Range(minAgentAreaY, maxAgentAreaY);
int Y = 1;
Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
thisAgent.localPosition = initAgentLoc;
}
// ------------动作处理--------------
// moveAgent 用于模拟Input.GetAxis移动
public void moveAgent(int kW, int kS,int kA,int kD)
{
Vector3 thisMovement;
int horizontal = 0;
int vertical = 0;
if (kW==1 && kS != 1)
{
vertical = 1;
}
else if (kS==1 && kW!=1)
{
vertical = -1;
}
if (kD==1 && kA!=1)
{
horizontal = 1;
}
else if (kA ==1 && kD!=1)
{
horizontal = -1;
}
if (horizontal != 0)//当按下按键(水平方向)
{
if (vX < MoveSpeed && vX > -MoveSpeed)//当前速度小于最大速度
{
vX += (float)horizontal * acceleration;//增加加速度
}
else
{
//防止在一瞬间切换输入时速度仍保持不变
if ((vX * horizontal) > 0)//输入与当前速度方向同向
{
vX = (float)horizontal * MoveSpeed; //限制最大速度
}
else
{
vX += (float)horizontal * acceleration;//增加加速度
}
}
}
else
{
if (Math.Abs(vX) > 0.001)
{
vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
}
else
{
vX = 0;
}
}
if (vertical != 0)//当按下按键(垂直方向)
{
if (vZ < MoveSpeed && vZ > -MoveSpeed)//当前速度小于最大速度
{
vZ += (float)vertical * acceleration;//增加加速度
}
else
{
if ((vZ * vertical) > 0)//输入与当前速度方向同向
{
vZ = (float)vertical * MoveSpeed; //限制最大速度
}
else
{
vZ += (float)vertical * acceleration;//增加加速度
}
}
}
else
{
if (Math.Abs(vZ) > 0.001)
{
vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
}
else
{
vZ = 0;
}
}
thisMovement = (transform.forward * vZ + transform.right * vX) * MoveSpeed;
//PlayerController下的.Move为实现物体运动的函数
//Move()括号内放入一个Vector3类型的量,本例中为Player_Move
PlayerController.Move(thisMovement * Time.deltaTime);
// update Key Viewer
}
// ------------动作处理--------------
// cameraControl 用于控制Agent视角转动
public void cameraControl(float Mouse_X,float Mouse_Y)
{
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
//Debug.Log(Input.GetAxis("Mouse X"));
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
if (lockCameraX)
{
Mouse_X = 0;
}
if (lockCameraY)
{
Mouse_Y = 0;
}
yRotation = yRotation - Mouse_Y;
//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
//当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
//当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
//limit UP DOWN between -90 -> 90
yRotation = Mathf.Clamp(yRotation, -90f, 90f);
//相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
thisAgent.Rotate(Vector3.up * Mouse_X);
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
//即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
thisCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
}
// GotKill 获得击杀时用于呼出
public void GotKill()
{
enemyKillCount += 1;
}
// check gun is ready to shoot
bool gunReady()
{
if ((Time.time - lastShootTime) >= fireRate)
{
return true;
}
else
{
return false;
}
}
// ballistic 射击弹道处理,并返回获得reward
float ballistic()
{
Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
Ray ray = thisCam.ScreenPointToRay(point);
RaycastHit hit;
Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
bool isGunReady = gunReady();
UICon.updateShootKeyViewer(shoot,isGunReady);
//按下鼠标左键
if (shoot != 0 && isGunReady == true)
{
lastShootTime = Time.time;
if (Physics.Raycast(ray, out hit, 100))
{
if (hit.collider.tag == "Enemy")
{
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
gotHitObj.GetComponent<Enemy>().ReactToHit(Damage, thisAgentObj);
shoot = 0;
return hitReward;
}
}
shoot = 0;
return shootReward;
}
else if (shoot != 0 && isGunReady == false)
{
shoot = 0;
return shootWithoutReadyReward;
}
else
{
shoot = 0;
return nonReward;
}
}
// destroyEnemy消除除了自己以外的所有Enemy
public void destroyAllEnemys()
{
GameObject[] EnemyGameObjs;
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
//遍历所有Enemy
foreach (GameObject EnemyObj in EnemyGameObjs)
{
Vector3 thisEnemyPosition = EnemyObj.transform.position;
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
Vector3 MyselfPosition = thisAgent.position;
//探测到Agent为自己时的处理
if (thisEnemyPosition == MyselfPosition)
{
//Debug.Log("OH It's me");
}
else
{
Destroy(EnemyObj);
}
}
}
// checkFinish 检查是否结束回合返回int值
// 1 = success,2 = overtime,0 = notover
int checkFinish()
{
GameObject[] EnemyGameObjs;
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
if(EnemyGameObjs.Length <= 1)
{
//成功击杀所有Enemy
return 1;
}
else if(Time.time - startTime >= timeLimit)
{
//超时失败
return 2;
}
else
{
return 0;
}
}
// getEnemyNum 获取现场除了自己以外的敌人数量
int getEnemyNum()
{
int enemyNum = 0;
GameObject[] EnemyGameObjs;
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
//遍历所有Enemy
foreach (GameObject EnemyObj in EnemyGameObjs)
{
Vector3 thisEnemyPosition = EnemyObj.transform.position;
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
Vector3 MyselfPosition = thisAgent.position;
//探测到Agent为自己时的处理
if (thisEnemyPosition == MyselfPosition)
{
//Debug.Log("OH It's me");
}
else
{
enemyNum += 1;
}
}
return enemyNum;
}
// enemyNumDiff 获取与上一把相比敌人数量的区别
int enemyNumDiff()
{
int diff = 0;
int nowEnemyNum = getEnemyNum();
diff = enemyNum - nowEnemyNum;
return diff;
}
// ------------Reward--------------
// rewardCalculate 计算本动作的Reward
public float rewardCalculate()
{
float epreward = 0f;
// 击杀reward判断
if(enemyKillCount > 0)
{
for(int i = 0;i < enemyKillCount; i++)
{
epreward += killReward;
}
enemyKillCount = 0;
}
else
{
enemyKillCount = 0;
}
// 射击动作reward判断
epreward += ballistic();
return epreward;
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// env开始执行初始化
public override void OnEpisodeBegin()
{
step = 0;
if (EP == 0)
{
UICon.iniChart();
}
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked; // 隐藏并且锁定鼠标
}
//iniCharts();
thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
destroyAllEnemys();
startTime = Time.time;// Reset StartTime as now time
randomInitAgent();
randomInitEnemys(enemyNum);
nowEnemyNum = getEnemyNum(); // Reset Enemy number
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// 观察情报
public override void CollectObservations(VectorSensor sensor)
{
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
int allEnemyNum = RaySensors.allEnemyNum;
float[] myObserve = { thisAgent.position.x, thisAgent.position.y, thisAgent.position.z, thisAgent.rotation.w };
float[] rayTagResult = RaySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
float[] rayDisResult = RaySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
int raySensorNum = rayScript.rayNum;// raySensor数量 int
//sensor.AddObservation(allEnemyNum); // 敌人数量 int
sensor.AddObservation(myObserve); // 自机位置xyz+朝向 float[](4,1)
sensor.AddObservation(rayTagResult); // 探测用RayTag结果 float[](raySensorNum,1)
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
//sensor.AddObservation(raySensorNum); // raySensor数量 int
sensor.AddObservation(LoadDirDateF); // 用于loadModel的第一级dir
sensor.AddObservation(loadDirTimeF); // 用于loadModel的第二级dir
//sensor.AddObservation(remainTime); // RemainTime int
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// agent 输入处理
public override void OnActionReceived(ActionBuffers actionBuffers)
{
//获取输入
int kW = actionBuffers.DiscreteActions[0];
int kS = actionBuffers.DiscreteActions[1];
int kA = actionBuffers.DiscreteActions[2];
int kD = actionBuffers.DiscreteActions[3];
int mouseShoot = actionBuffers.DiscreteActions[4];
float Mouse_X = actionBuffers.ContinuousActions[0];
//float Mouse_Y = actionBuffers.ContinuousActions[1];
//int timeLimitControl = (int)actionBuffers.ContinuousActions[2];
//float nonRewardIn = actionBuffers.ContinuousActions[1];
//float shootRewardIn = actionBuffers.ContinuousActions[2];
//float shootWithoutReadyRewardIn = actionBuffers.ContinuousActions[3];
//float hitRewardIn = actionBuffers.ContinuousActions[4];
//float winRewardIn = actionBuffers.ContinuousActions[5];
// loseRewardIn = actionBuffers.ContinuousActions[6];
//float killRewardIn = actionBuffers.ContinuousActions[7];
//Rewards Update
int remainTime = (int)(timeLimit - Time.time + startTime);
//应用输入
shoot = mouseShoot;
HistoryRec.realTimeKeyCounter(kW, kS, kA, kD, shoot);
(int kWCount, int kSCount, int kACount, int kDCount, int shootCount) = HistoryRec.getKeyCount();
UICon.updateRemainTime(remainTime);
UICon.updateWASDKeyViewer(kW, kS, kA, kD);
UICon.updateKeyCounterChart(kWCount, kSCount, kACount, kDCount, shootCount);
UICon.updateMouseMovementViewer(Mouse_X);
UICon.updateRewardViewer(nonReward, shootReward, shootWithoutReadyReward, hitReward, winReward, loseReward, killReward);
cameraControl(Mouse_X, 0);
moveAgent(kW, kS, kA, kD);
float thisRoundReward = rewardCalculate();
//判断结束
int finished = checkFinish();
if (finished == 1)
{
//Win Finished
HistoryRec.addRealTimeReward(winReward);
HistoryRec.EPTotalRewardsUpdate();
UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
UICon.resetStepChart();
UICon.resetCounterChat();
EP += 1;
SetReward(winReward);
Debug.Log("reward = " + winReward);
EndEpisode();
}
else if(finished == 2)
{
//Lose Finished
HistoryRec.addRealTimeReward(loseReward);
HistoryRec.EPTotalRewardsUpdate();
UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
UICon.resetStepChart();
UICon.resetCounterChat();
EP += 1;
SetReward(loseReward);
Debug.Log("reward = " + loseReward);
EndEpisode();
}
else
{
// game not over yet
HistoryRec.addRealTimeReward(thisRoundReward);
UICon.stepUpdateChart(step, thisRoundReward);
step += 1;
SetReward(thisRoundReward);
Debug.Log("reward = " + thisRoundReward);
}
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// 控制调试
public override void Heuristic(in ActionBuffers actionsOut)
{
//
//-------------------BUILD
ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
int kW = 0;
int kS = 0;
int kA = 0;
int kD = 0;
if (Input.GetKey(KeyCode.W))
{
kW = 1;
}
if (Input.GetKey(KeyCode.S))
{
kS = 1;
}
if (Input.GetKey(KeyCode.A))
{
kA = 1;
}
if (Input.GetKey(KeyCode.D))
{
kD = 1;
}
discreteActions[0] = kW;
discreteActions[1] = kS;
discreteActions[2] = kA;
discreteActions[3] = kD;
if (Input.GetMouseButton(0))
{
// Debug.Log("mousebuttonhit");
shoot = 1;
}
discreteActions[4] = shoot;
//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
float Mouse_X = Input.GetAxis("Mouse X") * mouseXSensitivity * Time.deltaTime;
float Mouse_Y = Input.GetAxis("Mouse Y") * mouseYSensitivity * Time.deltaTime;
continuousActions[0] = Mouse_X;
//continuousActions[1] = nonReward;
//continuousActions[2] = shootReward;
//continuousActions[3] = shootWithoutReadyReward;
//continuousActions[4] = hitReward;
//continuousActions[5] = winReward;
//continuousActions[6] = loseReward;
//continuousActions[7] = killReward;
//continuousActions[1] = Mouse_Y;
//continuousActions[2] = timeLimit;
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraChange : MonoBehaviour
{
public Camera FPSCamera;
public Camera TPSCamera;
public void switchCamera()
{
if (TPSCamera.enabled && !FPSCamera.enabled)
{
ShowFPSView();
}else if(FPSCamera.enabled && !TPSCamera.enabled)
{
ShowTPSView();
}
else
{
ShowFPSView();
}
}
public void ShowTPSView()
{
TPSCamera.enabled = true;
FPSCamera.enabled = false;
}
public void ShowFPSView()
{
FPSCamera.enabled = true;
TPSCamera.enabled = false;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera_Control : MonoBehaviour
{
public Transform Agent;
public Camera Cam;
public float MouseSensitivity = 100;
public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
public float viewDistance = 100;
private float Mouse_X;
private float Mouse_Y;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;// 隐藏并且锁定鼠标
}
void Update()
{
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
//Debug.Log(Input.GetAxis("Mouse X"));
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
//yRotation = yRotation - Mouse_Y;
//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
//当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
//当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
//limit UP DOWN between -90 -> 90
//yRotation = Mathf.Clamp(yRotation, -90f, 90f);
//相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
//Agent.Rotate(Vector3.up * Mouse_X);
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
//即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
//this.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DecisionPeriodChanger : MonoBehaviour
{
public GameObject DataTransfer;
public Slider DecisionPeriodSlide;
public Text DecisionPeriodDataText;
public Toggle TakeActionsBetweenDecisionsToggle;
public void onSlideValueChanged()
{
DataTransfer.GetComponent<StartSeneData>().DecisionPeriod = (int)(DecisionPeriodSlide.GetComponent<Slider>().value);
DecisionPeriodDataText.text = DataTransfer.GetComponent<StartSeneData>().DecisionPeriod.ToString();
}
public void onToggleChanged()
{
DataTransfer.GetComponent<StartSeneData>().ActionsBetweenDecisions = TakeActionsBetweenDecisionsToggle.isOn;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
float EnemyHP = 100;
public float EnemyMaxHP = 100;
void Start()
{
EnemyHP = EnemyMaxHP;
}
// Update is called once per frame
void Update()
{
detactDeath();
}
private void detactDeath()
{
if (EnemyHP <= 0){
Destroy(this.gameObject);
}
}
public void ReactToHit(float Damage,GameObject damageSource)
{
EnemyHP -= Damage;
Debug.Log("HP:"+ EnemyHP);
if(EnemyHP <= 0)
{
damageSource.GetComponent<AgentWithGun>().GotKill();
Destroy(this.gameObject);
}
}
public float getnowHP()
{
return EnemyHP;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyHPBar : MonoBehaviour
{
GameObject EnemyOBJ;
GameObject BGOBJ;
GameObject gaugeImgOBJ;
void Start()
{
EnemyOBJ = transform.parent.gameObject;
BGOBJ = transform.GetChild(0).gameObject;
gaugeImgOBJ = BGOBJ.transform.GetChild(0).gameObject;
}
void Update()
{
Vector3 v = Camera.main.transform.position - transform.position;
v.x = v.z = 0.0f;
transform.LookAt(Camera.main.transform.position - v);
transform.Rotate(0,180,0);
float maxHP = EnemyOBJ.GetComponent<Enemy>().EnemyMaxHP;
float nowHP = EnemyOBJ.GetComponent<Enemy>().getnowHP();
gaugeImgOBJ.GetComponent<Image>().fillAmount = nowHP / maxHP;
}
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/*??????????????*/
public class HistoryRecorder : MonoBehaviour
{
private List<float> realTimeReward = new List<float> ();
private List<float> EPTotalRewards = new List<float> ();
private List<int> EPTotalShootCount = new List<int> ();
private int realTimeWKeyCount = 0;
private int realTimeAKeyCount = 0;
private int realTimeSKeyCount = 0;
private int realTimeDKeyCount = 0;
private int realTimeShootCount = 0;
// add Record History -----------------------------
public void addRealTimeReward(float reward)
{
realTimeReward.Add(reward);
}
public void addEPTotalRewards(float EPTotalReward)
{
EPTotalRewards.Add(EPTotalReward);
}
public void addEPTotalShootCount(int TotalShootCount)
{
EPTotalShootCount.Add(TotalShootCount);
}
public void realTimeKeyCounter(int kW, int kS, int kA, int kD, int shoot)
{
if (kW == 1)
{
realTimeWKeyCount += 1;
}
if (kS == 1)
{
realTimeSKeyCount += 1;
}
if (kA == 1)
{
realTimeAKeyCount += 1;
}
if (kD == 1)
{
realTimeDKeyCount += 1;
}
if (shoot == 1)
{
realTimeShootCount += 1;
}
}
// math job---------------------------------------
// delete RealTimeReward item
public void resetRealTimeReward()
{
realTimeReward.Clear();
}
// set all realTimeKeyCount to 0
public void resetrealTimeKeyCounter()
{
realTimeAKeyCount = 0;
realTimeDKeyCount = 0;
realTimeWKeyCount = 0;
realTimeSKeyCount = 0;
realTimeShootCount = 0;
}
// calc RealTimeReward's Average and Add to EPTotalRewards
public void EPTotalRewardsUpdate()
{
float EPSumRealTimeReward = getSumRealTimeReward();
resetRealTimeReward();
addEPTotalRewards(EPSumRealTimeReward);
}
// get Record History -----------------------------
// get EPTotalReward List
public List<float> getEPTotalReward()
{
return (EPTotalRewards);
}
// get EPTotalShootCount List
public List<int> getEPTotalShootCount()
{
return (EPTotalShootCount);
}
// get RealTimeReward's Mean
public float getMeanRealTimeReward()
{
return (realTimeReward.Average());
}
// get RealTimeReward's Sum
public float getSumRealTimeReward()
{
return realTimeReward.Sum();
}
// get LastEPTotalReward last item
public float getLastEPTotalReward()
{
return (EPTotalRewards.Last());
}
//get KeyCount
public (int w,int s,int a,int d,int shoot) getKeyCount()
{
return (realTimeWKeyCount, realTimeSKeyCount, realTimeAKeyCount, realTimeDKeyCount, realTimeShootCount);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoadDirDateTextChange : MonoBehaviour
{
public GameObject DataTransfer;
public void OnValueChanged()
{
string input = this.GetComponent<InputField>().text;
DataTransfer.GetComponent<StartSeneData>().LoadDirDate = input;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoadDirTimeTextChange : MonoBehaviour
{
public GameObject DataTransfer;
public void OnValueChanged()
{
string input = this.GetComponent<InputField>().text;
DataTransfer.GetComponent<StartSeneData>().LoadDirTime = input;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoadDirToggle : MonoBehaviour
{
public InputField LoadDirDateTextBox;
public InputField LoadDirTimeTextBox;
public Toggle Toggle;
public GameObject DataTransfer;
// Start is called before the first frame update
void Start()
{
}
public void OnToggleChanged()
{
// if loadDirToggle is on then turn off the input text boxs.
LoadDirDateTextBox.interactable = Toggle.isOn;
LoadDirTimeTextBox.interactable = Toggle.isOn;
// if loadDirToggle is off set loaddirs as 0.
if (!Toggle.isOn)
{
DataTransfer.GetComponent<StartSeneData>().LoadDirDate = "0";
DataTransfer.GetComponent<StartSeneData>().LoadDirTime = "0";
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OnCam : MonoBehaviour
{
public void OnBecameInvisible()
{
Debug.Log("I SEE U");
}
// ...and enable it again when it becomes visible.
public void OnBecameVisible()
{
Debug.Log("NO Visual");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*该scrip用于创建复数条ray于视角内,并探测被ray射到的物体*/
public class RaySensors : MonoBehaviour
{
public Camera agentCam;
public GameObject myself;
public int rayNum = 6;
public string EnemyTagName;
public string WallTagName;
public float viewDistance = 100; // how long the ray can detect
public float Damage = 50; // damage to enemy
public float attentionRange = 1f; //注意力范围,1为最大
public float MaxDistance = 9999999999f;
public float EnemyWidthRedundancy = 0.01f; //为了确保Ray可以击中Enemy,用于缩小EnemyWidth的长度
//public List<string> tagNames = new List<string>();
public static int allEnemyNum = 0;//All Enemy Num
public static float[] focusEnemyInfo = new float[3];
public static float[] rayTagResult; // Array to save Tag Result
public static float[] rayDisResult; // Array to save Distance Result
public static List<float> enemyLDisList = new List<float>();// All Enemy Lside Distances
public static List<float> enemyRDisList = new List<float>();// All Enemy Rside Distances
public bool showEnemySensor = true;
public bool showEyeSensor = true;
static int tagToInt(string tag)
{
switch (tag)
{
case "Wall":
return 1;
case "Enemy":
return 2;
default:
return 0;
}
}
// 敌人Ray探测处理
// 返回
(int, List<float>, List<float>, float[]) enemySensorRay(GameObject myself, Camera agentCam, float attentionRange)
{
List<float> thisLDistanceList = new List<float>();
List<float> thisRDistanceList = new List<float>();
GameObject[] EnemyGameObjs;
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
int EnemyIndex = 0;
float MinEnemyDis = MaxDistance+1.0f;
int MinEnemyIndex = 0;
float[] MinEnemyInfo = new float[3];
//遍历所有Enemy
foreach (GameObject EnemyObj in EnemyGameObjs)
{
Vector3 thisEnemyPosition = EnemyObj.transform.position;
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
Vector3 MyselfPosition = myself.transform.position;
float thisEnemyWidth = (float)(thisEnemyScale.x / 2) - EnemyWidthRedundancy;
float thisEnemyDistance = Vector3.Distance(MyselfPosition, thisEnemyPosition);
//探测到Agent为自己时的处理
if (thisEnemyPosition == MyselfPosition)
{
//Debug.Log("OH It's me");
thisLDistanceList.Add(MaxDistance);
thisRDistanceList.Add(MaxDistance);
}
//非己Agent处理
else
{
EnemyIndex += 1;
Vector3 Vertical = new Vector3(0, 100, 0);//垂直向上的向量
Vector3 EnemytoMe = MyselfPosition - thisEnemyPosition;//Enemy和自机连线,指向自机的向量
Vector3 LHorizontal = Vector3.Cross(Vertical, EnemytoMe);// 垂直于EnemytoMe与Vertical向量所组成的面的,且指向<-左侧的小向量<- Enemy
Vector3 RHorizontal = Vector3.Cross(EnemytoMe, Vertical);// 垂直于EnemytoMe与Vertical向量所组成的面的,且指向->右侧的小向量Enemy ->
//此时RHorizontalLHorizontal的长度巨几把长,需要下面操作标准化为1/2Enemy宽度
float standaedization = (float)thisEnemyWidth / Vector3.Distance(thisEnemyPosition, RHorizontal);//计算需要缩小的比例
RHorizontal *= standaedization;//应用缩小比例,标准化完成
LHorizontal *= standaedization;//应用缩小比例,标准化完成
Vector3 LMetoEnemy = LHorizontal - EnemytoMe;//自机与左侧边界连线Me<- Enemy
Vector3 RMetoEnemy = RHorizontal - EnemytoMe;//自机与右侧边界连线Enemy ->Me
Vector3 L0toEnemy = LHorizontal + thisEnemyPosition;// Enemy左侧绝对坐标
Vector3 R0toEnemy = RHorizontal + thisEnemyPosition;// Enemy右侧绝对坐标
float LMetoEnemyDist = Vector3.Distance(MyselfPosition, L0toEnemy);
float RMetoEnemyDist = Vector3.Distance(MyselfPosition, R0toEnemy);
Vector3 LEnemyInView = agentCam.WorldToViewportPoint(L0toEnemy);//Enemy左侧于视角中位置
Vector3 REnemyInView = agentCam.WorldToViewportPoint(R0toEnemy);//Enemy右侧于视角中位置
//Debug连线,颜色遵循飞机航行灯基本使用规则,左红右绿尾翼白。
//Debug.DrawRay(thisEnemyPosition, EnemytoMe, Color.white);//Enemy和自机连线,指向自机的向量
//Debug.DrawRay(thisEnemyPosition, Vertical, Color.white);//垂直向上的向量
//Debug.DrawRay(thisEnemyPosition, LHorizontal, Color.red);// 垂直于Vc与Vertical向量所组成的面的,且指向<-左侧的小向量<- Enemy
//Debug.DrawRay(thisEnemyPosition, RHorizontal, Color.green);// 垂直于Vc与Vertical向量所组成的面的,且指向->右侧的小向量Enemy ->
//Debug.DrawRay(MyselfPosition, LMetoEnemy, Color.red);//自机与左侧边界连线<- Enemy
//Debug.DrawRay(MyselfPosition, RMetoEnemy, Color.green);//自机与右侧边界连线Enemy ->
//Debug.Log("EnemyObj" + EnemyIndex + "Position:" + thisEnemyPosition);
//左侧于可见范围内--<--<--<--<--<--<--<--<--<--<--<--<--<--<
if (LEnemyInView.x >= (thisEnemyWidth - attentionRange / 2) && LEnemyInView.x <= (thisEnemyWidth + attentionRange / 2) && LEnemyInView.z > 0)
{
//射出Raycast
Ray LRay = new Ray(MyselfPosition, LMetoEnemy);
RaycastHit LHit;
if (showEnemySensor)
{
Debug.DrawRay(LRay.origin, LRay.direction * LMetoEnemyDist, Color.white);//自机与左侧边界连线<- Enemy
}
//Ray Hit Something
if (Physics.Raycast(MyselfPosition, LMetoEnemy, out LHit, LMetoEnemyDist))
{
//Ray Hit Enemy
//并且当射线射到的Enemy的距离与当前判断Enemy的距离差小于该Enemy半径时
//既该射线所射到的Enemy为当前Enemy而不是别的时
if (LHit.collider.tag == EnemyTagName && System.Math.Abs(LHit.distance - thisEnemyDistance) <= thisEnemyWidth)
{
if (showEnemySensor)
{
Debug.DrawRay(LRay.origin, LRay.direction * LHit.distance, Color.red);//自机与所击中物体的连线
}
thisLDistanceList.Add(LHit.distance);
//Debug.Log("Hit Tag = " + LHit.collider.tag);
//Debug.Log(LDistance[EnemyIndex-1]);
//Debug.Log("ADD_LIST_ENEMYL");
}
//当射线所hit的不是enemy或hit的enemy不是当前所判断的enemy
else
{
if (showEnemySensor)
{
Debug.DrawRay(LRay.origin, LRay.direction * LHit.distance, Color.cyan);//自机与所击中物体的连线
}
thisLDistanceList.Add(MaxDistance);
//Debug.LogWarning("Hit Tag = " + LHit.collider.tag);
//Debug.LogWarning(LDistance[EnemyIndex-1]);
//Debug.Log("ADD_LIST_ENEMYL");
}
}
else
{
thisLDistanceList.Add(MaxDistance);
Debug.LogError("LRAY HIT NOTHING, Check Code!");
}
}
//左侧不在可见范围内时--<--<--<--<--<--<--<--<--<--<--<--<--<--<
else
{
thisLDistanceList.Add(MaxDistance);
//Debug.LogError("NoVisual");
//Debug.LogError(LDistance[EnemyIndex-1]);
//Debug.Log("ADD_LIST_ENEMYL_ELSE");
}
//右侧于可见范围内-->-->-->-->-->-->-->-->-->-->-->-->-->-->
if (REnemyInView.x >= (thisEnemyWidth - attentionRange / 2) && REnemyInView.x <= (thisEnemyWidth + attentionRange / 2) && REnemyInView.z > 0)
{
//射出Raycast
Ray RRay = new Ray(MyselfPosition, RMetoEnemy);
RaycastHit RHit;
if (showEnemySensor)
{
Debug.DrawRay(RRay.origin, RRay.direction * RMetoEnemyDist, Color.white);//自机与左侧边界连线<- Enemy
}
//Ray Hit Something
if (Physics.Raycast(MyselfPosition, RMetoEnemy, out RHit, RMetoEnemyDist))
{
//Ray Hit Enemy
//并且当射线射到的Enemy的距离与当前判断Enemy的距离差小于该Enemy半径时
//既该射线所射到的Enemy为当前Enemy而不是别的时
if (RHit.collider.tag == EnemyTagName && System.Math.Abs(RHit.distance - thisEnemyDistance) <= thisEnemyWidth)
{
if (showEnemySensor)
{
Debug.DrawRay(RRay.origin, RRay.direction * RHit.distance, Color.red);//自机与所击中物体的连线
}
thisRDistanceList.Add(RHit.distance);
//Debug.Log("Hit Tag = " + LHit.collider.tag);
//Debug.Log(LDistance[EnemyIndex-1]);
//Debug.Log("ADD_LIST_ENEMYR");
}
//当射线所hit的不是enemy或hit的enemy不是当前所判断的enemy
else
{
if (showEnemySensor)
{
Debug.DrawRay(RRay.origin, RRay.direction * RHit.distance, Color.cyan);//自机与所击中物体的连线
}
thisRDistanceList.Add(MaxDistance);
//Debug.LogWarning("Hit Tag = " + LHit.collider.tag);
//Debug.LogWarning(LDistance[EnemyIndex-1]);
//Debug.Log("ADD_LIST_ENEMYR");
}
}
else
{
thisLDistanceList.Add(MaxDistance);
Debug.LogError("RRAY HIT NOTHING, Check Code!");
}
}
//右侧不在可见范围内时-->-->-->-->-->-->-->-->-->-->-->-->-->-->
else
{
thisRDistanceList.Add(MaxDistance);
//Debug.LogError("NoVisual");
//Debug.LogError(LDistance[EnemyIndex-1]);
//Debug.Log("ADD_LIST_ENEMYR_ELSE");
}
}
//Debug.LogWarning("EnemyIndex" + EnemyIndex);
//Debug.LogWarning(thisLDistanceList.Count);
//Debug.LogWarning(MinEnemyIndex);
//Debug.Log("thisLDistanceList" + thisLDistanceList.Count);
//Debug.Log("thisRDistanceList" + thisRDistanceList.Count);
//检查最近Enemy
if (System.Math.Min(thisLDistanceList[EnemyIndex], thisRDistanceList[EnemyIndex]) < MinEnemyDis)
{
//Debug.Log("EnemyIndex" + EnemyIndex);
MinEnemyDis = System.Math.Min(thisLDistanceList[EnemyIndex], thisRDistanceList[EnemyIndex]);
MinEnemyIndex = EnemyIndex;
}
}
// 获取最近敌人的准确位置信息
MinEnemyInfo[0] = (float)MinEnemyIndex;
if(MinEnemyInfo[0] <= 0)
{
MinEnemyInfo[1] = MaxDistance;
MinEnemyInfo[2] = MaxDistance;
}
else
{
MinEnemyInfo[1] = EnemyGameObjs[MinEnemyIndex].transform.position.x;
MinEnemyInfo[2] = EnemyGameObjs[MinEnemyIndex].transform.position.z;
}
return (EnemyIndex, thisLDistanceList, thisRDistanceList,MinEnemyInfo);
}
// 全局Ray探测处理
(float[], float[]) eyeSensorRay(int rayNum, Camera agentCam, float viewDistance)
{
//初始化result Array
float[] thisRayTagResult = new float[rayNum];
float[] thisRayDisResult = new float[rayNum];
//于视角范围内一帧射出rayNum条射线
for (int a = 0; a <= rayNum - 1; a = a + 1)
{
//射线射出
Vector3 point = new Vector3(a * agentCam.pixelWidth / (rayNum - 1), agentCam.pixelHeight / 2, 0);//发射位置
Ray ray = agentCam.ScreenPointToRay(point);
RaycastHit hit;
if (showEyeSensor)
{
Debug.DrawRay(ray.origin, ray.direction * viewDistance, Color.black);
}
//若在viewDistance范围内有碰撞
if (Physics.Raycast(ray, out hit, viewDistance))
{
thisRayTagResult[a] = tagToInt(hit.collider.tag);
thisRayDisResult[a] = hit.distance;
if (showEyeSensor)
{
Debug.DrawRay(ray.origin, ray.direction * hit.distance, Color.yellow);
}
//输出log
//Debug.Log(rayTagResult[a]);
//Debug.Log(tagToInt(hit.collider.tag));
}
//若在viewDistance范围无碰撞
else
{
thisRayTagResult[a] = -1f;
thisRayDisResult[a] = -1f;
//输出log
//Debug.Log(0);
//Debug.Log(0);
}
}
return (thisRayTagResult, thisRayDisResult);
}
void Start()
{
rayTagResult = new float[rayNum];
rayDisResult = new float[rayNum];
}
void Update()
{
(rayTagResult, rayDisResult) = eyeSensorRay(rayNum, agentCam, viewDistance);
(allEnemyNum, enemyLDisList, enemyRDisList, focusEnemyInfo) = enemySensorRay(myself, agentCam, attentionRange);
transform.gameObject.GetComponent<UIController>().updateRemainEnemy(allEnemyNum);
/*
Debug.LogWarning("rayNum :" + rayNum);
for (int i =0;i < rayNum; i++)
{
Debug.Log("rayTagResult" + rayTagResult[i] + "rayDisResult"+ rayDisResult[i]);
}
Debug.LogWarning("EnemyNum Include Me:" + allEnemyNum);
for(int i = 0; i < allEnemyNum; i++)
{
Debug.Log("enemyLDisList" + enemyLDisList[i] + "enemyRDisList" + enemyRDisList[i]);
}
*/
}
}
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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<InputField>().text;
Agent.GetComponent<AgentWithGun>().nonReward = float.Parse(reward);
}
public void shootRBTPresses(){
string reward = shootRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().shootReward = float.Parse(reward);
}
public void shootWithoutReadyRBTPresses(){
string reward = shootWithoutReadyRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().shootWithoutReadyReward = float.Parse(reward);
}
public void hitRBTPresses(){
string reward = hitRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().hitReward = float.Parse(reward);
}
public void killRBTPresses(){
string reward = killRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().killReward = float.Parse(reward);
}
public void winRBTPresses(){
string reward = winRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().winReward = float.Parse(reward);
}
public void loseRBTPresses(){
string reward = loseRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().loseReward = float.Parse(reward);
}
}
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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.UI;
public class RewardsChange : MonoBehaviour
{
public GameObject DataTransfer;
public GameObject nonRInputOBJ;
public GameObject shootRInputOBJ;
public GameObject shootWithoutReadyRInputOBJ;
public GameObject hitRInputOBJ;
public GameObject killRInputOBJ;
public GameObject winRInputOBJ;
public GameObject loseRInputOBJ;
public Text nonRInputText;
public Text shootRInputText;
public Text shootWithoutReadyRInputText;
public Text hitRInputText;
public Text killRInputText;
public Text winRInputText;
public Text loseRInputText;
private void Start()
{
}
// Update is called once per frame
public void nonRValueChanged()
{
if (nonRInputOBJ.GetComponent<InputField>().text == "")
{
nonRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().nonReward = DataTransfer.GetComponent<StartSeneData>().nonRewardDefault;
}
else
{
nonRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().nonReward = float.Parse(nonRInputOBJ.GetComponent<InputField>().text);
}
}
public void shootRValueChanged()
{
if (shootRInputOBJ.GetComponent<InputField>().text == "")
{
shootRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().shootReward = DataTransfer.GetComponent<StartSeneData>().shootRewardDefault;
}
else {
shootRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().shootReward = float.Parse(shootRInputOBJ.GetComponent<InputField>().text);
}
}
public void shootWOReadyRValueChanged()
{
if(shootWithoutReadyRInputOBJ.GetComponent<InputField>().text == "")
{
shootWithoutReadyRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyReward = DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyRewardDefault;
}
else{
shootWithoutReadyRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyReward = float.Parse(shootWithoutReadyRInputOBJ.GetComponent<InputField>().text);
}
}
public void hitRValueChanged()
{
if(hitRInputOBJ.GetComponent<InputField>().text == "")
{
hitRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().hitReward = DataTransfer.GetComponent<StartSeneData>().hitRewardDefault;
}
else{
hitRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().hitReward = float.Parse(hitRInputOBJ.GetComponent<InputField>().text);
}
}
public void winRValueChanged()
{
if(winRInputOBJ.GetComponent<InputField>().text == "")
{
winRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().winReward = DataTransfer.GetComponent<StartSeneData>().winRewardDefault;
}
else{
winRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().winReward = float.Parse(winRInputOBJ.GetComponent<InputField>().text);
}
}
public void loseRValueChanged()
{
if(loseRInputOBJ.GetComponent<InputField>().text == "")
{
loseRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().loseReward = DataTransfer.GetComponent<StartSeneData>().loseRewardDefault;
}
else{
loseRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().loseReward = float.Parse(loseRInputOBJ.GetComponent<InputField>().text);
}
}
public void killRValueChanged()
{
if(killRInputOBJ.GetComponent<InputField>().text == "")
{
killRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().killReward = DataTransfer.GetComponent<StartSeneData>().killRewardDefault;
}
else{
killRInputText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().killReward = float.Parse(killRInputOBJ.GetComponent<InputField>().text);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SaveWeightsButton : MonoBehaviour
{
public GameObject Agent;
public void onButtonClicked()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SceneChange : MonoBehaviour
{
public GameObject DataTransfer;
public Text errorText;
// Start is called before the first frame update
bool checkLoadDirFormat()
{
string thisLoadDirDate = DataTransfer.GetComponent<StartSeneData>().LoadDirDate;
string thisLoadDirTime = DataTransfer.GetComponent<StartSeneData>().LoadDirTime;
int LoadDirDateLength = thisLoadDirDate.Length;
int LoadDirTimeLength = thisLoadDirTime.Length;
if ((LoadDirDateLength == 8 && LoadDirTimeLength == 6) || (thisLoadDirDate == "0" && thisLoadDirTime == "0"))
{
return true;
}
else
{
return false;
}
}
public void onStartClick()
{
if (checkLoadDirFormat())
{
errorText.text = "Loading next Scene...";
errorText.color = Color.green;
SceneManager.LoadScene("InGame");
}
else
{
errorText.text = "Dir Format error";
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartSeneData : MonoBehaviour
{
public string LoadDirDate = "0";
public string LoadDirTime = "0";
[Header("Default Rewards")]
public float nonRewardDefault = -0.05f;
public float shootRewardDefault = -0.06f;
public float shootWithoutReadyRewardDefault = -0.06f;
public float hitRewardDefault = 5.0f;
public float killRewardDefault = 10.0f;
public float winRewardDefault = 20.0f;
public float loseRewardDefault = -10.0f;
[Header("Rewards for Transfer")]
public float nonReward;
public float shootReward;
public float shootWithoutReadyReward;
public float hitReward;
public float killReward;
public float winReward;
public float loseReward;
[Header("Decision Period")]
public int DecisionPeriod = 1;
public bool ActionsBetweenDecisions = true;
private void Start()
{
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
killReward = killRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
}
// Update is called once per frame
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using XCharts.Runtime;
/*????UI*/
public class UIController : MonoBehaviour
{
[Header("Key Viewer")]
public int updateStep = 600;
public Text upText;
public Text downText;
public Text leftText;
public Text rightText;
public Text shootText;
public Text MouseText;
public Text remainTimeText;
public Text remainEnemyText;
public Image mouseVisualizationBG;
public Image mouseVisualizationMeter;
[Header("Reward Viewer")]
public Text nonRewardText;
public Text shootRewardText;
public Text shootWithoutReadyRewardText;
public Text hitRewardText;
public Text winRewardText;
public Text loseRewardText;
public Text killRewardText;
[Header("X_Charts")]
public GameObject realTimeRewardChartOBJ;
public GameObject realTimeKeyCounterChartOBJ;
public GameObject EPTotalRewardsChartOBJ;
[Header("Other Para")]
public float mouseMaxMovement = 15;
private LineChart realTimeRewardChart;
private BarChart realTimeKeyCounterChart;
private LineChart EPTotalRewardsChart;
//-----------RewardViewer--------
public void updateRewardViewer(float nonReward, float shootReward, float shootWithoutReadyReward, float hitReward, float winReward, float loseReward, float killReward)
{
nonRewardText.text = Convert.ToString(nonReward);
shootRewardText.text = Convert.ToString(shootReward);
shootWithoutReadyRewardText.text = Convert.ToString(shootWithoutReadyReward);
hitRewardText.text = Convert.ToString(hitReward);
winRewardText.text = Convert.ToString(winReward);
loseRewardText.text = Convert.ToString(loseReward);
killRewardText.text = Convert.ToString(killReward);
}
//------------RemainTime----------
public void updateRemainTime(int remainTime)
{
remainTimeText.text = Convert.ToString(remainTime);
}
//------------RemainEnemy---------
public void updateRemainEnemy(int enemyNum)
{
remainEnemyText.text = Convert.ToString(enemyNum);
}
//------------Key Viewer----------
public void updateWASDKeyViewer(int kW,int kS,int kA,int kD)
{
if (kW == 1)
{
upText.color = Color.red;
}
else
{
upText.color = Color.black;
}
if (kS == 1)
{
downText.color = Color.red;
}
else
{
downText.color = Color.black;
}
if(kA == 1)
{
leftText.color = Color.red;
}
else
{
leftText.color = Color.black;
}
if( kD == 1)
{
rightText.color = Color.red;
}
else
{
rightText.color = Color.black;
}
}
public void updateShootKeyViewer(int shoot,bool isGunReady)
{
if(shoot != 0 && isGunReady == true)
{
shootText.color = Color.red;
}
else if(shoot != 0 && isGunReady == false)
{
shootText.color = Color.yellow;
}
else
{
shootText.color = Color.black;
}
}
public void updateMouseMovementViewer(float Mouse_x)
{
MouseText.text = Mouse_x.ToString();
float mouseBGWidth = mouseVisualizationBG.GetComponent<RectTransform>().sizeDelta.x;
float mouseBGPosX = mouseVisualizationBG.GetComponent<RectTransform>().position.x;
float mouseBGPosY = mouseVisualizationBG.GetComponent<RectTransform>().position.y;
float mouseMeterWidth = mouseBGWidth * Mouse_x / mouseMaxMovement;
float mouseMeterPositionOffset = mouseMeterWidth / 2;
mouseVisualizationMeter.rectTransform.sizeDelta = new Vector2(Math.Abs(mouseMeterWidth),mouseVisualizationMeter.GetComponent<RectTransform>().sizeDelta.y);
mouseVisualizationMeter.rectTransform.position = new Vector3(mouseBGPosX + mouseMeterPositionOffset, mouseBGPosY, 0);
}
// ------------X Chart------------
// Initialize Chart UI
public void iniChart()
{
realTimeRewardChart = realTimeRewardChartOBJ.GetComponent<LineChart>();
resetStepChart();
realTimeKeyCounterChart = realTimeKeyCounterChartOBJ.GetComponent<BarChart>();
resetCounterChat();
EPTotalRewardsChart = EPTotalRewardsChartOBJ.GetComponent<LineChart>();
resetEPChart();
}
// Resert------------
// reset setp by setp update Chart
public void resetStepChart()
{
realTimeRewardChart.RemoveData();
realTimeRewardChart.AddSerie<Line>("RealTimeRewardChart");
}
// reset keyCounter Chart
public void resetCounterChat()
{
realTimeKeyCounterChart.RemoveData();
realTimeKeyCounterChart.AddSerie<Bar>("RealTimeKeyCounterChart");
realTimeKeyCounterChart.AddXAxisData("W");
realTimeKeyCounterChart.AddXAxisData("S");
realTimeKeyCounterChart.AddXAxisData("A");
realTimeKeyCounterChart.AddXAxisData("D");
realTimeKeyCounterChart.AddXAxisData("Pew");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "W");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "S");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "A");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "D");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "Pew");
}
// reset EP by EP update Chart
public void resetEPChart()
{
EPTotalRewardsChart.RemoveData();
EPTotalRewardsChart.AddSerie<Line>("EPTotalRewardsChart");
}
// Update------------
// update setp by setp update Type Chart
public void stepUpdateChart(int step, float reward)
{
if(step % updateStep == 0)
{
resetStepChart();
}
realTimeRewardChart.AddXAxisData(Convert.ToString(step));
realTimeRewardChart.AddData(0,reward);
}
// update KeyCounter chart
public void updateKeyCounterChart(int kWCount, int kSCount, int kACount, int kDCount,int shootCount)
{
realTimeKeyCounterChart.UpdateData(0, 0, kWCount);
realTimeKeyCounterChart.UpdateData(0, 1, kSCount);
realTimeKeyCounterChart.UpdateData(0, 2, kACount);
realTimeKeyCounterChart.UpdateData(0, 3, kDCount);
realTimeKeyCounterChart.UpdateData(0, 4, shootCount);
}
// update EP by EP update Type Chart
public void epUpdateChart(int EP,float totalReward)
{
EPTotalRewardsChart.AddXAxisData(Convert.ToString(EP));
EPTotalRewardsChart.AddData(0,totalReward);
}
}
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