based on aimbot multi seane
This commit is contained in:
2022-10-26 04:07:39 +09:00
parent 1fbaf9d540
commit 6bc1456e4b
1479 changed files with 152190 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;
public GameObject cameraChangerOBJ;
[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;
public bool defaultTPCamera = true;
private bool gunReadyToggle = true;
private StartSeneData DataTransfer;
private UIController UICon;
private HistoryRecorder HistoryRec;
private RaySensors rayScript;
private CameraChange camChanger;
[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;
[System.NonSerialized] public int remainTime;
void Start()
{
try
{
// get DataTranfer
DataTransfer = GameObject.Find("StartSeneDataTransfer").GetComponent<StartSeneData>();
// Enemy Num
enemyNum = DataTransfer.EnemyNum;
// Time Limit
timeLimit = DataTransfer.Timelim;
// 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;
lockMouse = DataTransfer.lockMouse;
defaultTPCamera = DataTransfer.defaultTPCamera;
// change Decision Period & Take Actions Between Decisions
transform.GetComponent<DecisionRequester>().DecisionPeriod = DataTransfer.DecisionPeriod;
transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = DataTransfer.ActionsBetweenDecisions;
}
catch (NullReferenceException)
{
// Enemy Num
enemyNum = 3;
// Time Limit
timeLimit = 30;
// get load directory.
LoadDirDate = "0";
LoadDirTime = "0";
LoadDirDateF = float.Parse(LoadDirDate);
loadDirTimeF = float.Parse(LoadDirTime);
// get Default reward.
nonRewardDefault = -0.05f;
shootRewardDefault = -0.06f;
shootWithoutReadyRewardDefault = -0.06f;
hitRewardDefault = 5.0f;
killRewardDefault = 10.0f;
winRewardDefault = 20.0f;
loseRewardDefault = -10.0f;
// change Decision Period & Take Actions Between Decisions
transform.GetComponent<DecisionRequester>().DecisionPeriod = 1;
transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = true;
}
finally
{
UICon = transform.GetComponent<UIController>();
HistoryRec = transform.GetComponent<HistoryRecorder>();
rayScript = GetComponent<RaySensors>();
camChanger = cameraChangerOBJ.GetComponent<CameraChange>();
// give default Reward to Reward value will be used.
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
killReward = killRewardDefault;
//initialize remainTime
remainTime = (int)(timeLimit - Time.time + startTime);
// change default camera view
if (defaultTPCamera)
{
camChanger.ShowTPSView();
}
else
{
camChanger.ShowFPSView();
}
}
}
/* ----------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 vertical, int horizontal)
{
Vector3 thisMovement;
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 获得击杀时用于被呼出
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);
UICon.updateShootKeyViewer(shoot, gunReadyToggle);
//按下鼠标左键
if (shoot != 0 && gunReadyToggle == 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 && gunReadyToggle == 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; // hide and lock the mouse
}
//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
rayScript.updateRayInfo();
float[] myObserve = { thisAgent.position.x, thisAgent.position.y, thisAgent.position.z, thisAgent.rotation.w };
float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
float[] rayDisResult = rayScript.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
//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
gunReadyToggle = gunReady();
sensor.AddObservation(gunReadyToggle); // save gun is ready?
sensor.AddObservation(LoadDirDateF); // 用于loadModel的第一级dir
sensor.AddObservation(loadDirTimeF); // 用于loadModel的第二级dir
sensor.AddObservation(saveNow); // sent saveNow Toggle to python let agent save weights
saveNow = 0; // reset saveNow Toggle
//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 vertical = actionBuffers.DiscreteActions[0];
int horizontal = actionBuffers.DiscreteActions[1];
int mouseShoot = actionBuffers.DiscreteActions[2];
float Mouse_X = actionBuffers.ContinuousActions[0];
if (vertical == 2) vertical = -1;
if (horizontal == 2) horizontal = -1;
remainTime = (int)(timeLimit - Time.time + startTime);
//应用输入
shoot = mouseShoot;
HistoryRec.realTimeKeyCounter(vertical, horizontal, shoot);
(int kWCount, int kSCount, int kACount, int kDCount, int shootCount) = HistoryRec.getKeyCount();
UICon.updateRemainTime(remainTime);
UICon.updateRemainEnemy(enemyNum);
UICon.updateWASDKeyViewer(vertical, horizontal);
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(vertical, horizontal);
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 vertical = 0;
int horizontal = 0;
if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))
{
vertical = 1;
}
else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
{
vertical = -1;
}
else
{
vertical = 0;
}
if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A))
{
horizontal = 1;
}
else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
{
horizontal = -1;
}
else
{
horizontal = 0;
}
if (Input.GetMouseButton(0))
{
// Debug.Log("mousebuttonhit");
shoot = 1;
}
else
{
shoot = 0;
}
discreteActions[0] = vertical;
discreteActions[1] = horizontal;
discreteActions[2] = 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 GameObject AgentOBJ;
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;
AgentOBJ.GetComponent<RaySensors>().showInGameRay = true;
}
public void ShowFPSView()
{
FPSCamera.enabled = true;
TPSCamera.enabled = false;
AgentOBJ.GetComponent<RaySensors>().showInGameRay = false;
}
}
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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;
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);
}
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 vertical, int horizontal, int shoot)
{
if (vertical == 1)
{
realTimeWKeyCount += 1;
}
else if (vertical == -1)
{
realTimeSKeyCount += 1;
}
if (horizontal == 1)
{
realTimeDKeyCount += 1;
}
else if (horizontal == -1)
{
realTimeAKeyCount += 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;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InGameMessages : MonoBehaviour
{
public GameObject MessageBox; // scrollView contents
public GameObject TextPrefab; // TextPrefab
public int maxMassages = 25;
public Color infoColor = Color.white;
public Color successColor = Color.green;
public Color errorColor = Color.red;
public Color warningColor = Color.yellow;
[System.NonSerialized]List<Message> messageList = new List<Message>();
public void SendMessagetoBox(string text,Message.MessageType messageType = Message.MessageType.info)
{
if (messageList.Count > maxMassages)
{
// keep mesages under maxMassages
Destroy(messageList[0].textOBJ.gameObject);
messageList.Remove(messageList[0]);
}
// add timestamp
string date = "[" + DateTime.Now.ToString("MMdd_hh:mm:ss") + "] ";
text = date + text;
Message newMessage = new Message();
newMessage.text = text;
GameObject newText = Instantiate(TextPrefab, MessageBox.transform);
newMessage.textOBJ = newText.GetComponent<Text>();
newMessage.textOBJ.text = newMessage.text;
newMessage.textOBJ.color = MessageTypeColor(messageType);
messageList.Add(newMessage);
}
// parse messageType to Color
Color MessageTypeColor(Message.MessageType messageType)
{
Color thisColor = infoColor;
switch (messageType)
{
case Message.MessageType.info:
thisColor = infoColor;
break;
case Message.MessageType.success:
thisColor = successColor;
break;
case Message.MessageType.error:
thisColor = errorColor;
break;
case Message.MessageType.warnning:
thisColor = warningColor;
break;
}
return thisColor;
}
}
// Message Class
[System.Serializable]
public class Message
{
public string text;
public Text textOBJ;
public MessageType messageType;
public enum MessageType
{
info,
success,
error,
warnning
}
}
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using System;
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 Material lineMeterial;
public GameObject rayInfoPrefab;
public GameObject agentCanvas;
[SerializeField, Range(0, 500)] public float viewDistance = 100; // how long the ray can detect
//[SerializeField, Range(0, 1)] public float totalRange = 1f; // Total view range Max = 1
[SerializeField, Range(0, 1)] public float focusRange = 0.15f; // center focus range
public int halfOuterRayNum = 3; // >=2
public int focusRayNum = 5; // >= 1 and must be odd num!
[Header("InGameLineSetting")]
public bool showInGameRay = true;
public bool showDebugRay = true;
public bool showInGameRayInfo = true;
public float lineWidth = 0.05f;
[Header("RayCastResult")]
public float[] rayTagResult;
public float[] rayDisResult;
[System.NonSerialized] public int totalRayNum;
GameObject[] linesOBJ;
GameObject[] rayInfoOBJ;
LineRenderer[] lineRenderers;
rayInfoUI[] rayInfoUIs;
private void Start()
{
totalRayNum = halfOuterRayNum * 2 + focusRayNum;
rayTagResult = new float[totalRayNum];
rayDisResult = new float[totalRayNum];
linesOBJ = new GameObject[totalRayNum];
lineRenderers = new LineRenderer[totalRayNum];
rayInfoOBJ = new GameObject[totalRayNum];
rayInfoUIs = new rayInfoUI[totalRayNum];
for(int i = 0; i < totalRayNum; i++)
{
linesOBJ[i] = new GameObject();
linesOBJ[i].name = "rayCastLine-" + Convert.ToString(i);
linesOBJ[i].transform.parent = agentCam.transform;
linesOBJ[i].AddComponent<LineRenderer>();
lineRenderers[i] = linesOBJ[i].GetComponent<LineRenderer>();
lineRenderers[i].material = lineMeterial;
rayInfoOBJ[i] = (GameObject)Instantiate(rayInfoPrefab);
rayInfoOBJ[i].transform.SetParent(agentCanvas.transform,false);
rayInfoOBJ[i].name = "rayInfo-" + Convert.ToString(i);
rayInfoUIs[i] = rayInfoOBJ[i].GetComponent<rayInfoUI>();
}
}
static int tagToInt(string tag)
{
switch (tag)
{
case "Wall":
return 1;
case "Enemy":
return 2;
default:
return 0;
}
}
private void singleRaycastUpdate(Ray ray,LineRenderer thisLineRenderer,rayInfoUI thisRayInfoUI, out float rayTagResult, out float rayDisResult)
{
// get Raycast hit infomation and return Tag and distance
RaycastHit thisHit;
Color rayColor = Color.cyan;
float lineLength = viewDistance;
string rayInfoText = "";
Vector3 rayInfoPosition;
if (Physics.Raycast(ray, out thisHit, viewDistance)) // 若在viewDistance范围内有碰撞
{
rayInfoText = thisHit.collider.tag;
rayTagResult = tagToInt(thisHit.collider.tag);
rayDisResult = thisHit.distance;
lineLength = rayDisResult;
rayInfoText += "\n" + Convert.ToString(rayDisResult);
//输出log
switch (rayTagResult)
{
case 1:// Wall
rayColor = Color.white;
break;
case 2: // Enemy
rayColor = Color.red;
break;
case -1: // Hit Nothing
rayColor = Color.gray;
break;
default: // default,got wrong
rayColor = Color.cyan;
break;
}
}
else // 若在viewDistance范围无碰撞
{
rayTagResult = -1f;
rayDisResult = -1f;
//输出log
//Debug.Log(0);
//Debug.Log(0);
}
rayInfoPosition = ray.origin + (ray.direction * lineLength);
if (showInGameRay)
{
drawLine(ray, lineLength, thisLineRenderer, rayColor);
}
else
{
turnOffLine(thisLineRenderer, rayColor);
}
// drawRay in game
if (showInGameRayInfo) thisRayInfoUI.updateInfo(rayInfoText, rayInfoPosition, rayColor);
// Show log
if (showDebugRay) Debug.DrawRay(ray.origin, ray.direction * viewDistance, rayColor); // drawRay in debug
// Debug.Log(ray.origin + ray.direction);
// Debug.Log(rayTagResult);
// Debug.Log(tagToInt(thisHit.collider.tag));
}
private void drawLine(Ray ray,float lineLength, LineRenderer thisLineRenderer, Color lineColor)
{
thisLineRenderer.startColor = lineColor;
thisLineRenderer.endColor = lineColor;
thisLineRenderer.startWidth = lineWidth;
thisLineRenderer.endWidth = lineWidth;
thisLineRenderer.SetPosition(0, ray.origin);
thisLineRenderer.SetPosition(1, ray.origin + (ray.direction * lineLength));
}
private void turnOffLine(LineRenderer thisLineRenderer, Color lineColor)
{
thisLineRenderer.startColor = lineColor;
thisLineRenderer.endColor = lineColor;
thisLineRenderer.startWidth = 0f;
thisLineRenderer.endWidth = 0f;
thisLineRenderer.SetPosition(0, new Vector3(0, 0, 0));
thisLineRenderer.SetPosition(1, new Vector3(0, 0, 0));
}
public void updateRayInfo()
{
float focusLEdge = agentCam.pixelWidth * (1 - focusRange) / 2;
float focusREdge = agentCam.pixelWidth * (1 + focusRange) / 2;
float thisCamPixelHeight = agentCam.pixelHeight;
for (int i = 0; i < halfOuterRayNum; i++) // create left outside rays; 0 ~ focusLeftEdge
{
Vector3 point = new Vector3(i * focusLEdge / (halfOuterRayNum - 1), thisCamPixelHeight / 2, 0);
Ray thisRay = agentCam.ScreenPointToRay(point);
singleRaycastUpdate(thisRay,lineRenderers[i], rayInfoUIs[i] , out rayTagResult[i], out rayDisResult[i]);
}
for (int i = 0; i < halfOuterRayNum; i++) // create right outside rays; focusRightEdge ~ MaxPixelHeight
{
Vector3 point = new Vector3(focusREdge + (i * focusLEdge / (halfOuterRayNum - 1)), thisCamPixelHeight / 2, 0);
Ray thisRay = agentCam.ScreenPointToRay(point);
singleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum + i], rayInfoUIs[halfOuterRayNum + i], out rayTagResult[halfOuterRayNum + i], out rayDisResult[halfOuterRayNum + i]);
}
for (int i = 0; i < focusRayNum; i++) // create center focus rays; focusLeftEdge ~ focusLeftEdge
{
Vector3 point = new Vector3(focusLEdge + ((i + 1) * (focusREdge - focusLEdge) / (focusRayNum + 1)), thisCamPixelHeight / 2, 0);
Ray thisRay = agentCam.ScreenPointToRay(point);
singleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum*2 + i], out rayDisResult[halfOuterRayNum*2 + i]);
}
}
}
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@@ -0,0 +1,43 @@
using System;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeEnemyNumChanger : MonoBehaviour
{
public GameObject Agent;
public InputField enemyNumInputField;
public Text enemyNumPlaceholder;
public void EnemyChangeBTPresses()
{
AgentWithGun agentWithGun = Agent.GetComponent<AgentWithGun>();
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
int enemyNum = Math.Abs(int.Parse(enemyNumInputField.GetComponent<InputField>().text));
if (enemyNumInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
enemyNumPlaceholder.color = Color.red;
enemyNumPlaceholder.text = "Wrong Type!";
enemyNumInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong enemyNum Type!", Message.MessageType.error);
}
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";
agentWithGun.enemyNum = enemyNum;
enemyNumInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox($"Enemy Num = {enemyNum} add Success. Valid in the next round.", Message.MessageType.success);
}
}
}
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@@ -0,0 +1,234 @@
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;
private void Start()
{
}
public void nonRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (nonRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
nonRPlaceholder.color = Color.red;
nonRPlaceholder.text = "Wrong Type!";
nonRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}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 = "";
messenger.SendMessagetoBox("Reward nonR change Success",Message.MessageType.success);
}
}
public void shootRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (shootRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
shootRPlaceholder.color = Color.red;
shootRPlaceholder.text = "Wrong Type!";
shootRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
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 = "";
messenger.SendMessagetoBox("Reward shootR change Success",Message.MessageType.success);
}
}
public void shootWithoutReadyRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (shootWithoutReadyRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
shootWithoutReadyRPlaceholder.color = Color.red;
shootWithoutReadyRPlaceholder.text = "Wrong Type!";
shootWithoutReadyRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
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 = "";
messenger.SendMessagetoBox("Reward SWORR change Success",Message.MessageType.success);
}
}
public void hitRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (hitRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
hitRPlaceholder.color = Color.red;
hitRPlaceholder.text = "Wrong Type!";
hitRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
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 = "";
messenger.SendMessagetoBox("Reward hitR change Success",Message.MessageType.success);
}
}
public void killRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (killRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
killRPlaceholder.color = Color.red;
killRPlaceholder.text = "Wrong Type!";
killRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
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 = "";
messenger.SendMessagetoBox("Reward killR change Success",Message.MessageType.success);
}
}
public void winRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (winRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
winRPlaceholder.color = Color.red;
winRPlaceholder.text = "Wrong Type!";
winRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
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 = "";
messenger.SendMessagetoBox("Reward winR change Success", Message.MessageType.success);
}
}
public void loseRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (loseRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
loseRPlaceholder.color = Color.red;
loseRPlaceholder.text = "Wrong Type!";
loseRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
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 = "";
messenger.SendMessagetoBox("Reward loseR change Success",Message.MessageType.success);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,54 @@
using System;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeTimeLimitChanger : MonoBehaviour
{
public GameObject Agent;
public InputField TimeLimInputField;
public Text TimeLimPlaceholder;
public void BTPressed()
{
AgentWithGun agentWithGun = Agent.GetComponent<AgentWithGun>();
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
int timeLimit = Math.Abs(int.Parse(TimeLimInputField.GetComponent<InputField>().text));
if (TimeLimInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
TimeLimPlaceholder.color = Color.red;
TimeLimPlaceholder.text = "Wrong Type!";
TimeLimInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong timeLimit Type!", Message.MessageType.error);
}
else if (TimeLimInputField.GetComponent<InputField>().text == "")
{
// empty chara
TimeLimPlaceholder.color = Color.gray;
TimeLimPlaceholder.text = "TimeLim";
}
else
{
int remainTime = agentWithGun.remainTime;
// make sure new timeLimit is greater than remainTime;
if (timeLimit <= remainTime)
{
TimeLimPlaceholder.color = Color.red;
TimeLimPlaceholder.text = "Error";
messenger.SendMessagetoBox($"New time should greater than remainTime({remainTime})",Message.MessageType.error);
}
else
{
// good to go~
TimeLimPlaceholder.color = Color.gray;
TimeLimPlaceholder.text = "TimeLim";
agentWithGun.timeLimit = timeLimit;
TimeLimInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox($"Time Limit changed to {timeLimit}",Message.MessageType.success);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SaveWeightsButton : MonoBehaviour
{
public GameObject Agent;
public void onButtonClicked()
{
// set saveNow to active.
Agent.GetComponent<AgentWithGun>().saveNow = 1;
}
}
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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 vertical,int horizontal)
{
if (vertical == 1)
{
upText.color = Color.red;
downText.color = Color.black;
}
else if (vertical == -1)
{
downText.color = Color.red;
upText.color = Color.black;
}
else
{
downText.color = Color.black;
upText.color = Color.black;
}
if (horizontal == 1)
{
rightText.color = Color.red;
leftText.color = Color.black;
}
else if (horizontal == -1)
{
leftText.color = Color.red;
rightText.color = Color.black;
}
else
{
downText.color = Color.black;
upText.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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class gameFlowController : MonoBehaviour
{
public GameObject Agent;
AgentWithGun agentWithGun;
// Start is called before the first frame update
void Start()
{
agentWithGun = Agent.GetComponent<AgentWithGun>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
}
if (Input.GetKey(KeyCode.L))
{
agentWithGun.lockMouse = !agentWithGun.lockMouse;
}
}
}
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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class rayInfoUI : MonoBehaviour
{
TextMeshProUGUI infoText;
// Start is called before the first frame update
void Start()
{
infoText = transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>();
}
public void updateInfo(string info,Vector3 infoPosition, Color infoColor)
{
infoText.text = info;
infoText.color = infoColor;
transform.position = infoPosition;
Vector3 v = Camera.main.transform.position - infoPosition;
v.x = v.z = 0.0f;
transform.LookAt(Camera.main.transform.position - v);
transform.Rotate(0, 180, 0);
}
}
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