Add Enemy Change Button

Add Enemy Change Button. Tidy up Unity Script folder.
This commit is contained in:
2022-09-06 23:01:55 +09:00
parent 0a07b03b7b
commit 885dbb92e9
47 changed files with 2219 additions and 315 deletions
@@ -0,0 +1,8 @@
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@@ -99,6 +99,9 @@ public class AgentWithGun : Agent
HistoryRec = transform.GetComponent<HistoryRecorder>();
rayScript = GetComponent<RaySensors>();
// Enemy Num
enemyNum = DataTransfer.EnemyNum;
// get load directory.
LoadDirDate = DataTransfer.LoadDirDate;
LoadDirTime = DataTransfer.LoadDirTime;
@@ -0,0 +1,44 @@
using System;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeEnemyNumChanger : MonoBehaviour
{
public GameObject Agent;
public InputField enemyNumInputField;
public Text enemyNumPlaceholder;
public Text enemyNumAddInfoText;
private void Start()
{
enemyNumAddInfoText.text = "";
}
public void nonRBTPresses()
{
if (enemyNumInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
enemyNumPlaceholder.color = Color.red;
enemyNumPlaceholder.text = "Wrong Type!";
enemyNumInputField.GetComponent<InputField>().text = "";
}
else if (enemyNumInputField.GetComponent<InputField>().text == "")
{
// empty chara
enemyNumPlaceholder.color = Color.gray;
enemyNumPlaceholder.text = "nonR";
}
else
{
// good to go~
enemyNumPlaceholder.color = Color.gray;
enemyNumPlaceholder.text = "nonR";
string num = enemyNumInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().enemyNum = Math.Abs(int.Parse(num));
enemyNumInputField.GetComponent<InputField>().text = "";
enemyNumAddInfoText.text = $"Enemy Num = {num} add Success. Valid in the next round.";
}
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,207 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeRewardChanger : MonoBehaviour
{
public GameObject Agent;
public InputField nonRInputField;
public InputField shootRInputField;
public InputField shootWithoutReadyRInputField;
public InputField hitRInputField;
public InputField killRInputField;
public InputField winRInputField;
public InputField loseRInputField;
public Text nonRPlaceholder;
public Text shootRPlaceholder;
public Text shootWithoutReadyRPlaceholder;
public Text hitRPlaceholder;
public Text killRPlaceholder;
public Text winRPlaceholder;
public Text loseRPlaceholder;
public void nonRBTPresses()
{
if (nonRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
nonRPlaceholder.color = Color.red;
nonRPlaceholder.text = "Wrong Type!";
nonRInputField.GetComponent<InputField>().text = "";
}else if (nonRInputField.GetComponent<InputField>().text == "")
{
// empty chara
nonRPlaceholder.color = Color.gray;
nonRPlaceholder.text = "nonR";
}
else
{
// good to go~
nonRPlaceholder.color = Color.gray;
nonRPlaceholder.text = "nonR";
string reward = nonRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().nonReward = float.Parse(reward);
nonRInputField.GetComponent<InputField>().text = "";
}
}
public void shootRBTPresses()
{
if (shootRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
shootRPlaceholder.color = Color.red;
shootRPlaceholder.text = "Wrong Type!";
shootRInputField.GetComponent<InputField>().text = "";
}
else if (shootRInputField.GetComponent<InputField>().text == "")
{
// empty chara
shootRPlaceholder.color = Color.gray;
shootRPlaceholder.text = "shootR";
}
else
{
// good to go~
shootRPlaceholder.color = Color.gray;
shootRPlaceholder.text = "shootR";
string reward = shootRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().shootReward = float.Parse(reward);
shootRInputField.GetComponent<InputField>().text = "";
}
}
public void shootWithoutReadyRBTPresses()
{
if (shootWithoutReadyRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
shootWithoutReadyRPlaceholder.color = Color.red;
shootWithoutReadyRPlaceholder.text = "Wrong Type!";
shootWithoutReadyRInputField.GetComponent<InputField>().text = "";
}
else if (shootWithoutReadyRInputField.GetComponent<InputField>().text == "")
{
// empty chara
shootWithoutReadyRPlaceholder.color = Color.gray;
shootWithoutReadyRPlaceholder.text = "SWORR";
}
else
{
// good to go~
shootWithoutReadyRPlaceholder.color = Color.gray;
shootWithoutReadyRPlaceholder.text = "SWORR";
string reward = shootWithoutReadyRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().shootWithoutReadyReward = float.Parse(reward);
shootWithoutReadyRInputField.GetComponent<InputField>().text = "";
}
}
public void hitRBTPresses()
{
if (hitRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
hitRPlaceholder.color = Color.red;
hitRPlaceholder.text = "Wrong Type!";
hitRInputField.GetComponent<InputField>().text = "";
}
else if (hitRInputField.GetComponent<InputField>().text == "")
{
// empty chara
hitRPlaceholder.color = Color.gray;
hitRPlaceholder.text = "hitR";
}
else
{
// good to go~
hitRPlaceholder.color = Color.gray;
hitRPlaceholder.text = "hitR";
string reward = hitRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().hitReward = float.Parse(reward);
hitRInputField.GetComponent<InputField>().text = "";
}
}
public void killRBTPresses()
{
if (killRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
killRPlaceholder.color = Color.red;
killRPlaceholder.text = "Wrong Type!";
killRInputField.GetComponent<InputField>().text = "";
}
else if (killRInputField.GetComponent<InputField>().text == "")
{
// empty chara
killRPlaceholder.color = Color.gray;
killRPlaceholder.text = "killR";
}
else
{
// good to go~
killRPlaceholder.color = Color.gray;
killRPlaceholder.text = "killR";
string reward = killRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().killReward = float.Parse(reward);
killRInputField.GetComponent<InputField>().text = "";
}
}
public void winRBTPresses()
{
if (winRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
winRPlaceholder.color = Color.red;
winRPlaceholder.text = "Wrong Type!";
winRInputField.GetComponent<InputField>().text = "";
}
else if (winRInputField.GetComponent<InputField>().text == "")
{
// empty chara
winRPlaceholder.color = Color.gray;
winRPlaceholder.text = "winR";
}
else
{
// good to go~
winRPlaceholder.color = Color.gray;
winRPlaceholder.text = "winR";
string reward = winRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().winReward = float.Parse(reward);
winRInputField.GetComponent<InputField>().text = "";
}
}
public void loseRBTPresses()
{
if (loseRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
loseRPlaceholder.color = Color.red;
loseRPlaceholder.text = "Wrong Type!";
loseRInputField.GetComponent<InputField>().text = "";
}
else if (loseRInputField.GetComponent<InputField>().text == "")
{
// empty chara
loseRPlaceholder.color = Color.gray;
loseRPlaceholder.text = "loseR";
}
else
{
// good to go~
loseRPlaceholder.color = Color.gray;
loseRPlaceholder.text = "loseR";
string reward = loseRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().loseReward = float.Parse(reward);
loseRInputField.GetComponent<InputField>().text = "";
}
}
}
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@@ -1,17 +0,0 @@
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");
}
}
@@ -1,55 +0,0 @@
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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@@ -34,7 +34,7 @@ public class RewardsChange : MonoBehaviour
public void nonRValueChanged()
{
if (nonRInputOBJ.GetComponent<InputField>().text == "")
if (nonRInputOBJ.GetComponent<InputField>().text == "" || nonRInputOBJ.GetComponent<InputField>().text == "-")
{
nonRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().nonReward = DataTransfer.GetComponent<StartSeneData>().nonRewardDefault;
@@ -47,7 +47,7 @@ public class RewardsChange : MonoBehaviour
}
public void shootRValueChanged()
{
if (shootRInputOBJ.GetComponent<InputField>().text == "")
if (shootRInputOBJ.GetComponent<InputField>().text == "" || shootRInputOBJ.GetComponent<InputField>().text == "-")
{
shootRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().shootReward = DataTransfer.GetComponent<StartSeneData>().shootRewardDefault;
@@ -59,7 +59,7 @@ public class RewardsChange : MonoBehaviour
}
public void shootWOReadyRValueChanged()
{
if(shootWithoutReadyRInputOBJ.GetComponent<InputField>().text == "")
if(shootWithoutReadyRInputOBJ.GetComponent<InputField>().text == "" || shootWithoutReadyRInputOBJ.GetComponent<InputField>().text == "-")
{
shootWithoutReadyRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyReward = DataTransfer.GetComponent<StartSeneData>().shootWithoutReadyRewardDefault;
@@ -71,7 +71,7 @@ public class RewardsChange : MonoBehaviour
}
public void hitRValueChanged()
{
if(hitRInputOBJ.GetComponent<InputField>().text == "")
if(hitRInputOBJ.GetComponent<InputField>().text == "" || hitRInputOBJ.GetComponent<InputField>().text == "-")
{
hitRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().hitReward = DataTransfer.GetComponent<StartSeneData>().hitRewardDefault;
@@ -83,7 +83,7 @@ public class RewardsChange : MonoBehaviour
}
public void winRValueChanged()
{
if(winRInputOBJ.GetComponent<InputField>().text == "")
if(winRInputOBJ.GetComponent<InputField>().text == "" || winRInputOBJ.GetComponent<InputField>().text == "-")
{
winRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().winReward = DataTransfer.GetComponent<StartSeneData>().winRewardDefault;
@@ -95,7 +95,7 @@ public class RewardsChange : MonoBehaviour
}
public void loseRValueChanged()
{
if(loseRInputOBJ.GetComponent<InputField>().text == "")
if(loseRInputOBJ.GetComponent<InputField>().text == "" || loseRInputOBJ.GetComponent<InputField>().text == "-")
{
loseRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().loseReward = DataTransfer.GetComponent<StartSeneData>().loseRewardDefault;
@@ -107,7 +107,7 @@ public class RewardsChange : MonoBehaviour
}
public void killRValueChanged()
{
if(killRInputOBJ.GetComponent<InputField>().text == "")
if(killRInputOBJ.GetComponent<InputField>().text == "" || killRInputOBJ.GetComponent<InputField>().text == "-")
{
killRInputText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().killReward = DataTransfer.GetComponent<StartSeneData>().killRewardDefault;
@@ -0,0 +1,26 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StartSceneEnemyNumChanger : MonoBehaviour
{
public GameObject DataTransfer;
public InputField EnemyNumInput;
public Text EnemyNumText;
public void onValueChanged()
{
if (EnemyNumInput.GetComponent<InputField>().text == "" || EnemyNumInput.GetComponent<InputField>().text.Contains("-"))
{
EnemyNumText.color = Color.gray;
DataTransfer.GetComponent<StartSeneData>().nonReward = DataTransfer.GetComponent<StartSeneData>().EnemyNumDefault;
}
else
{
EnemyNumText.color = Color.yellow;
DataTransfer.GetComponent<StartSeneData>().EnemyNum = Math.Abs(int.Parse(EnemyNumInput.GetComponent<InputField>().text));
}
}
}
@@ -0,0 +1,11 @@
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@@ -1,11 +1,10 @@
using System;
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;
@@ -15,18 +14,26 @@ public class StartSeneData : MonoBehaviour
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;
// LoadDir
[System.NonSerialized]public string LoadDirDate = "0";
[System.NonSerialized]public string LoadDirTime = "0";
[Header("Decision Period")]
public int DecisionPeriod = 1;
public bool ActionsBetweenDecisions = true;
// Rewards
[System.NonSerialized]public float nonReward;
[System.NonSerialized] public float shootReward;
[System.NonSerialized]public float shootWithoutReadyReward;
[System.NonSerialized]public float hitReward;
[System.NonSerialized]public float killReward;
[System.NonSerialized]public float winReward;
[System.NonSerialized]public float loseReward;
// DecisionPeriod
[System.NonSerialized]public int DecisionPeriod = 1;
[System.NonSerialized]public bool ActionsBetweenDecisions = true;
// EnemyNum
public int EnemyNumDefault = 3;
[System.NonSerialized]public int EnemyNum = 3;
private void Start()
{