Fist Sub
based on aimbot multi seane
This commit is contained in:
@@ -0,0 +1,680 @@
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using System;
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using System.Reflection;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEditor;
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using Unity.MLAgents;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents.Actuators;
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using XCharts;
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using XCharts.Runtime;
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/*主要ML-Agent控制*/
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public class AgentWithGun : Agent
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{
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public GameObject thisAgentObj;
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public Transform thisAgent;
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public Camera thisCam;
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public CharacterController PlayerController;
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public GameObject enemyPrefab;
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public GameObject cameraChangerOBJ;
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[Header("Rewards")]
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[Tooltip("Nothing happened reward")]
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public float nonRewardDefault = -0.05f;
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[Tooltip("Agent Do shoot action reward")]
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public float shootRewardDefault = -0.1f;
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[Tooltip("Agent Do shoot action but gun is not read")]
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public float shootWithoutReadyRewardDefault = -1.0f;
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[Tooltip("Hit Enemy reward")]
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public float hitRewardDefault = 2.0f;
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[Tooltip("Episode Win reward")]
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public float winRewardDefault = 10.0f;
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[Tooltip("Episode Lose reward")]
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public float loseRewardDefault = -10.0f;
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[Tooltip("Enemy down reward")]
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public float killRewardDefault = 5.0f;
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[Header("Env")]
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public bool lockMouse = false;
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public float Damage = 50; // damage to enemy
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public float fireRate = 0.5f;
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public int enemyNum = 3;
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public int timeLimit = 30;
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public bool lockCameraX = false;
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public bool lockCameraY = true;
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//public Vector3 startPosition = new Vector3(9, 1, 18);
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public int minEnemyAreaX = -12;
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public int maxEnemyAreaX = 11;
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public int minEnemyAreaY = -20;
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public int maxEnemyAreaY = 20;
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public int minAgentAreaX = -12;
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public int maxAgentAreaX = 11;
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public int minAgentAreaY = -28;
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public int maxAgentAreaY = -22;
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[Header("GetAxis() Simulate")]
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public float MoveSpeed = 2.0f;
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public float vX = 0f;
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public float vZ = 0f;
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public float acceleration = 0.1f; // 加速度
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public float mouseXSensitivity = 100;
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public float mouseYSensitivity = 200;
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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
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private float startTime = 0;
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private int shoot = 0;
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private float lastShootTime = 0.0f;
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private int nowEnemyNum = 0;
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private int enemyKillCount = 0;
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private int step = 0;
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private int EP = 0;
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private string LoadDirDate;
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private string LoadDirTime;
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private float LoadDirDateF;
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private float loadDirTimeF;
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public bool defaultTPCamera = true;
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private bool gunReadyToggle = true;
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private StartSeneData DataTransfer;
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private UIController UICon;
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private HistoryRecorder HistoryRec;
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private RaySensors rayScript;
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private CameraChange camChanger;
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[System.NonSerialized] public float nonReward;
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[System.NonSerialized] public float shootReward;
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[System.NonSerialized] public float shootWithoutReadyReward;
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[System.NonSerialized] public float hitReward;
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[System.NonSerialized] public float winReward;
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[System.NonSerialized] public float loseReward;
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[System.NonSerialized] public float killReward;
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[System.NonSerialized] public float saveNow = 0;
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[System.NonSerialized] public int remainTime;
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void Start()
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{
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try
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{
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// get DataTranfer
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DataTransfer = GameObject.Find("StartSeneDataTransfer").GetComponent<StartSeneData>();
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// Enemy Num
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enemyNum = DataTransfer.EnemyNum;
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// Time Limit
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timeLimit = DataTransfer.Timelim;
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// get load directory.
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LoadDirDate = DataTransfer.LoadDirDate;
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LoadDirTime = DataTransfer.LoadDirTime;
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LoadDirDateF = float.Parse(LoadDirDate);
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loadDirTimeF = float.Parse(LoadDirTime);
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// get Default reward.
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nonRewardDefault = DataTransfer.nonReward;
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shootRewardDefault = DataTransfer.shootReward;
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shootWithoutReadyRewardDefault = DataTransfer.shootWithoutReadyReward;
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hitRewardDefault = DataTransfer.hitReward;
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killRewardDefault = DataTransfer.killReward;
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winRewardDefault = DataTransfer.winReward;
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loseRewardDefault = DataTransfer.loseReward;
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lockMouse = DataTransfer.lockMouse;
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defaultTPCamera = DataTransfer.defaultTPCamera;
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// change Decision Period & Take Actions Between Decisions
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transform.GetComponent<DecisionRequester>().DecisionPeriod = DataTransfer.DecisionPeriod;
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transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = DataTransfer.ActionsBetweenDecisions;
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}
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catch (NullReferenceException)
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{
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// Enemy Num
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enemyNum = 3;
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// Time Limit
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timeLimit = 30;
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// get load directory.
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LoadDirDate = "0";
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LoadDirTime = "0";
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LoadDirDateF = float.Parse(LoadDirDate);
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loadDirTimeF = float.Parse(LoadDirTime);
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// get Default reward.
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nonRewardDefault = -0.05f;
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shootRewardDefault = -0.06f;
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shootWithoutReadyRewardDefault = -0.06f;
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hitRewardDefault = 5.0f;
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killRewardDefault = 10.0f;
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winRewardDefault = 20.0f;
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loseRewardDefault = -10.0f;
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// change Decision Period & Take Actions Between Decisions
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transform.GetComponent<DecisionRequester>().DecisionPeriod = 1;
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transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = true;
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}
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finally
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{
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UICon = transform.GetComponent<UIController>();
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HistoryRec = transform.GetComponent<HistoryRecorder>();
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rayScript = GetComponent<RaySensors>();
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camChanger = cameraChangerOBJ.GetComponent<CameraChange>();
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// give default Reward to Reward value will be used.
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nonReward = nonRewardDefault;
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shootReward = shootRewardDefault;
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shootWithoutReadyReward = shootWithoutReadyRewardDefault;
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hitReward = hitRewardDefault;
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winReward = winRewardDefault;
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loseReward = loseRewardDefault;
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killReward = killRewardDefault;
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//initialize remainTime
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remainTime = (int)(timeLimit - Time.time + startTime);
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// change default camera view
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if (defaultTPCamera)
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{
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camChanger.ShowTPSView();
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}
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else
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{
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camChanger.ShowFPSView();
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}
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}
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}
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/* ----------此Update用于debug,Build前删除或注释掉!----------*/
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/*void Update()
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{
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//Debug.Log(RaySensors.rayTagResult[0]);
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}*/
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/* ----------此Update用于debug,Build前删除或注释掉!----------*/
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// --------------初始化---------------
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// randomInitEnemys随机生成enemy
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public void randomInitEnemys(int EnemyNum)
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{
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for (int i = 0; i < EnemyNum; i++)
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{
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int randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX);
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int randZ = UnityEngine.Random.Range(minEnemyAreaY, maxEnemyAreaY);
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int Y = 1;
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Instantiate(enemyPrefab, new Vector3(randX, Y, randZ), Quaternion.identity);
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}
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}
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// --------------初始化---------------
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// randomInitAgent随机位置初始化Agent
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public void randomInitAgent()
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{
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int randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX);
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int randZ = UnityEngine.Random.Range(minAgentAreaY, maxAgentAreaY);
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int Y = 1;
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Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
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thisAgent.localPosition = initAgentLoc;
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}
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// ------------动作处理--------------
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// moveAgent 用于模拟Input.GetAxis移动
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public void moveAgent(int vertical, int horizontal)
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{
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Vector3 thisMovement;
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if (horizontal != 0)//当按下按键(水平方向)
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{
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if (vX < MoveSpeed && vX > -MoveSpeed)//当前速度小于最大速度
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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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else
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{
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//防止在一瞬间切换输入时速度仍保持不变
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if ((vX * horizontal) > 0)//输入与当前速度方向同向
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{
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vX = (float)horizontal * MoveSpeed; //限制最大速度
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}
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else
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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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}
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}
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else
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{
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if (Math.Abs(vX) > 0.001)
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{
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vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
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}
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else
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{
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vX = 0;
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}
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}
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if (vertical != 0)//当按下按键(垂直方向)
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{
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if (vZ < MoveSpeed && vZ > -MoveSpeed)//当前速度小于最大速度
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{
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vZ += (float)vertical * acceleration;//增加加速度
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}
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else
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{
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if ((vZ * vertical) > 0)//输入与当前速度方向同向
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{
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vZ = (float)vertical * MoveSpeed; //限制最大速度
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}
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else
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{
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vZ += (float)vertical * acceleration;//增加加速度
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}
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}
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}
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else
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{
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if (Math.Abs(vZ) > 0.001)
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{
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vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
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}
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else
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{
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vZ = 0;
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}
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}
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thisMovement = (transform.forward * vZ + transform.right * vX) * MoveSpeed;
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//PlayerController下的.Move为实现物体运动的函数
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//Move()括号内放入一个Vector3类型的量,本例中为Player_Move
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PlayerController.Move(thisMovement * Time.deltaTime);
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// update Key Viewer
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}
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// ------------动作处理--------------
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// cameraControl 用于控制Agent视角转动
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public void cameraControl(float Mouse_X, float Mouse_Y)
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{
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//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
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//Debug.Log(Input.GetAxis("Mouse X"));
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//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
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if (lockCameraX)
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{
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Mouse_X = 0;
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}
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if (lockCameraY)
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{
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Mouse_Y = 0;
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}
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yRotation = yRotation - Mouse_Y;
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//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
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//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
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//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
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//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
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//limit UP DOWN between -90 -> 90
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yRotation = Mathf.Clamp(yRotation, -90f, 90f);
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//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
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thisAgent.Rotate(Vector3.up * Mouse_X);
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//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
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//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
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//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
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//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
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thisCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
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//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
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//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
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//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
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//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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}
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// GotKill 获得击杀时用于被呼出
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public void GotKill()
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{
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enemyKillCount += 1;
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}
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// check gun is ready to shoot
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bool gunReady()
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{
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if ((Time.time - lastShootTime) >= fireRate)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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// ballistic 射击弹道处理,并返回获得reward
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float ballistic()
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{
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Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
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Ray ray = thisCam.ScreenPointToRay(point);
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RaycastHit hit;
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Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
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UICon.updateShootKeyViewer(shoot, gunReadyToggle);
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//按下鼠标左键
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if (shoot != 0 && gunReadyToggle == true)
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{
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lastShootTime = Time.time;
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if (Physics.Raycast(ray, out hit, 100))
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{
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if (hit.collider.tag == "Enemy")
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{
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GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
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gotHitObj.GetComponent<Enemy>().ReactToHit(Damage, thisAgentObj);
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shoot = 0;
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return hitReward;
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}
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}
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shoot = 0;
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return shootReward;
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}
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else if (shoot != 0 && gunReadyToggle == false)
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{
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shoot = 0;
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return shootWithoutReadyReward;
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}
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else
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{
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shoot = 0;
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return nonReward;
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}
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}
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// destroyEnemy消除除了自己以外的所有Enemy
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public void destroyAllEnemys()
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{
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GameObject[] EnemyGameObjs;
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EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
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//遍历所有Enemy
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foreach (GameObject EnemyObj in EnemyGameObjs)
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{
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Vector3 thisEnemyPosition = EnemyObj.transform.position;
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Vector3 thisEnemyScale = EnemyObj.transform.localScale;
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Vector3 MyselfPosition = thisAgent.position;
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//探测到Agent为自己时的处理
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if (thisEnemyPosition == MyselfPosition)
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{
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//Debug.Log("OH It's me");
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}
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else
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{
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Destroy(EnemyObj);
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}
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}
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}
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// checkFinish 检查是否结束回合返回int值
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// 1 = success,2 = overtime,0 = notover
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int checkFinish()
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{
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GameObject[] EnemyGameObjs;
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EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
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if (EnemyGameObjs.Length <= 1)
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{
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//成功击杀所有Enemy
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return 1;
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}
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else if (Time.time - startTime >= timeLimit)
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{
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//超时失败
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return 2;
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}
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else
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{
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return 0;
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}
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}
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// getEnemyNum 获取现场除了自己以外的敌人数量
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int getEnemyNum()
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{
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int enemyNum = 0;
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GameObject[] EnemyGameObjs;
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EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
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//遍历所有Enemy
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foreach (GameObject EnemyObj in EnemyGameObjs)
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{
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Vector3 thisEnemyPosition = EnemyObj.transform.position;
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Vector3 thisEnemyScale = EnemyObj.transform.localScale;
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Vector3 MyselfPosition = thisAgent.position;
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//探测到Agent为自己时的处理
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if (thisEnemyPosition == MyselfPosition)
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{
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//Debug.Log("OH It's me");
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}
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else
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{
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enemyNum += 1;
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}
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}
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return enemyNum;
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}
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// enemyNumDiff 获取与上一把相比敌人数量的区别
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int enemyNumDiff()
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{
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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^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4faf6e358e53cc24582eaff8dd830f97
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,38 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 136f4ef424a10ea47b5981794fff8a7c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,40 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8cded1019e262a04e8d9ccb536d1ff20
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,35 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b293d3b541b20b7448f3ca4d09a9c38c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,114 @@
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a3e891536ddde24b86cbac3ad3837e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,81 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 414edca99b7a04940a0801ec06c99007
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,181 @@
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 787273829b64d4d4b8237ea7316f59ce
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 137cfd15c80550b4589b3dce99ff2d09
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f31155528181e24438cf507311adf048
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 604d05168c977c04887a3add62ce34da
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,13 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 065aae6979c750b4fa0a0be5dbd8d2c7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,202 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89d83d123322a5c4ba6afb3c86403371
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,27 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9a8fb4d12d4b8fc4784f3e142e7fdcf8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,25 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 812dfed7ee1d09c4fa7c3ed8372f54ae
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user