V3.4.1 整理script位置

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2023-10-15 02:16:43 +09:00
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77 changed files with 43272 additions and 302 deletions
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class AgentController : MonoBehaviour
{
public GameObject parameterContainerObj;
public GameObject environmentObj;
public GameObject enemyContainerObj;
public GameObject sceneBlockContainerObj;
public GameObject environmentUIControlObj;
public GameObject targetControllerObj;
public GameObject HUDObj;
public Camera fpsCam;
[Header("GetAxis() Simulate")]
public float moveSpeed = 9.0f;
public float vX = 0f;
public float vZ = 0f;
public Vector3 nowMovement;
public float acceleration = 0.9f; // 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 List<float> spinRecord = new List<float>();
private bool lockMouse;
private float damage;
private float fireRate;
private bool lockCameraX;
private bool lockCameraY;
// environment
private float lastShootTime = 0.0f;
private int enemyKillCount = 0;
private Vector3 killEnemyPosition;
public bool defaultTPCamera = true;
[System.NonSerialized] public bool gunReadyToggle = true;
private string myTag = "";
private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
private float lastTargetFacingDistance = 0f; // record last target facing minimum distance
// scripts
private RaySensors raySensors;
private CharacterController playerController;
private ParameterContainer paramContainer;
private SceneBlockContainer blockContainer;
private TargetController targetCon;
private void Start()
{
// initialize scripts
paramContainer = parameterContainerObj.GetComponent<ParameterContainer>();
blockContainer = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
targetCon = targetControllerObj.GetComponent<TargetController>();
raySensors = GetComponent<RaySensors>();
playerController = this.transform.GetComponent<CharacterController>();
// initialize Environment parameters
lockMouse = paramContainer.lockMouse;
damage = paramContainer.damage;
fireRate = paramContainer.fireRate;
lockCameraX = paramContainer.lockCameraX;
lockCameraY = paramContainer.lockCameraY;
// initialize remainTime
// this agent's tag
myTag = gameObject.tag;
}
#region Agent Move Control
public void MoveAgent(int vertical, int horizontal)
{
// Vector3 nowMovement;
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;
}
}
nowMovement = (transform.forward * vZ + transform.right * vX);
//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
if (nowMovement.magnitude > moveSpeed)
{
nowMovement = nowMovement.normalized * moveSpeed;
}
playerController.Move(nowMovement * Time.deltaTime);
// update Key Viewer
}
#endregion Agent Move Control
#region Camera Control
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
transform.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
fpsCam.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
}
#endregion Camera Control
#region Reward Functions
// ballistic 射击弹道处理,并返回获得reward
private float Ballistic(int shootState)
{
Vector3 point = new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0);//发射位置
Ray ray = fpsCam.ScreenPointToRay(point);
RaycastHit hit;
// Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
//按下鼠标左键
if (shootState != 0 && gunReadyToggle == true)
{
lastShootTime = Time.time;
if (Physics.Raycast(ray, out hit, 100))
{
if (hit.collider.tag != myTag && hit.collider.tag != "Wall" && hit.collider.tag != "Untagged")
{
// kill enemy
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
gotHitObj.GetComponent<States>().ReactToHit(damage, gameObject);
shootState = 0;
return targetCon.HitEnemyReward(gotHitObj.transform.position);
}
}
if (targetCon.targetTypeInt == (int)Targets.Attack)
{
// while if attack mode
float targetDis = Vector3.Distance(blockContainer.nowBlock.transform.position, transform.position);
if (targetDis <= raySensors.viewDistance)
{
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.nowBlock.transform.position) <= blockContainer.nowBlock.firebasesAreaDiameter / 2)
{
// im shooting at target but didn't hit enemy
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
return paramContainer.shootTargetAreaReward;
}
}
}
shootState = 0;
return paramContainer.shootReward;
}
else if (shootState != 0 && gunReadyToggle == false)
{
// shoot without ready
shootState = 0;
return paramContainer.shootWithoutReadyReward;
}
else
{
// do not shoot
shootState = 0;
return paramContainer.nonReward;
}
}
private float FacingReward()
{
float nowReward = 0;
bool isFacingtoEnemy = false;
float enemyFacingDistance = 0f;
Ray ray = fpsCam.ScreenPointToRay(new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0));
if (targetCon.targetTypeInt == (int)Targets.Free)
{
//free mode
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100))
{
// facing to an enemy
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
{
nowReward = paramContainer.facingReward;
isFacingtoEnemy = true;
}
}
if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy)
{
// have enemy in view
List<float> projectionDis = new List<float>();
foreach (GameObject theEnemy in raySensors.inViewEnemies)
{
// for each enemy in view
Vector3 projection = Vector3.Project(theEnemy.transform.position - transform.position, (ray.direction * 10));
Vector3 verticalToRay = transform.position + projection - theEnemy.transform.position;
projectionDis.Add(verticalToRay.magnitude);
// Debug.Log("enemy!" + verticalToRay.magnitude);
// Debug.DrawRay(transform.position, (ray.direction * 100), Color.cyan);
// Debug.DrawRay(transform.position, theEnemy.transform.position - transform.position, Color.yellow);
// Debug.DrawRay(transform.position, projection, Color.blue);
// Debug.DrawRay(theEnemy.transform.position, verticalToRay, Color.magenta);
}
enemyFacingDistance = projectionDis.Min();
if (enemyFacingDistance <= lastEnemyFacingDistance)
{
// closing to enemy
nowReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
}
else
{
nowReward = 0;
}
// enemy in view Reward
lastEnemyFacingDistance = enemyFacingDistance;
if (nowReward >= paramContainer.facingReward) nowReward = paramContainer.facingReward; // limit
if (nowReward <= -paramContainer.facingReward) nowReward = -paramContainer.facingReward; // limit
// Debug.Log("ninimum = " + nowReward);
}
}
else if (targetCon.targetTypeInt == (int)Targets.Attack)
{
// attack mode
// Target to Agent distance
float targetDis = Vector3.Distance(blockContainer.nowBlock.transform.position, transform.position);
// center of screen between target's distance
float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.nowBlock.transform.position);
if (targetDis <= raySensors.viewDistance)
{
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
// while center of screen between target's distance is lower than firebasesAreaDiameter
// while facing to target
if (camCenterToTarget <= blockContainer.nowBlock.firebasesAreaDiameter / 2)
{
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
nowReward = paramContainer.facingReward;
}
else
{
// while not facing to target
nowReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward;
}
}
// update lastTargetFacingDistance
lastTargetFacingDistance = camCenterToTarget;
}
return nowReward;
}
public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState)
{
float epreward = 0f;
// 击杀reward判断
if (enemyKillCount > 0)
{
for (int i = 0; i < enemyKillCount; i++)
{
// get
epreward += targetCon.KillReward(killEnemyPosition);
}
enemyKillCount = 0;
}
else
{
enemyKillCount = 0;
}
// 射击动作reward判断
epreward += Ballistic(shootState) + sceneReward;
// facing reward
epreward += FacingReward();
// Penalty
// spin penalty
spinRecord.Add(mouseX);
if (spinRecord.Count >= paramContainer.spinRecordMax)
{
spinRecord.RemoveAt(0);
}
float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty);
if (spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
{
epreward -= spinPenaltyReward;
}
else
{
epreward -= Math.Abs(mouseX) * paramContainer.mousePenalty;
}
// move penalty
if (movement != 0)
{
epreward -= paramContainer.movePenalty;
}
return epreward;
}
#endregion Reward Functions
// GotKill 获得击杀时用于被呼出
public void KillRecord(Vector3 killEnemyPosition)
{
enemyKillCount += 1;
this.killEnemyPosition = killEnemyPosition;
}
public void UpdateLockMouse()
{
// lock mouse based on paramContainer lockMouse
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked;
}
}
public void UpdateGunState()
{
// update gun state
if ((Time.time - lastShootTime) >= fireRate)
{
gunReadyToggle = true;
}
else
{
gunReadyToggle = false;
}
}
}
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using UnityEngine;
public class Enemy : MonoBehaviour
{
//扇形角度
//[SerializeField] private float angle = 80f;
//扇形半径
//[SerializeField] private float radius = 3.5f;
//物体B
[SerializeField] private Transform b;
private bool flag;
/// <summary>
/// 判断target是否在扇形区域内
/// </summary>
/// <param name="sectorAngle">扇形角度</param>
/// <param name="sectorRadius">扇形半径</param>
/// <param name="attacker">攻击者的transform信息</param>
/// <param name="target">目标</param>
/// <returns>目标target在扇形区域内返回true 否则返回false</returns>
private void Start()
{
}
// Update is called once per frame
private void Update()
{
//detactDeath();
//flag = IsInRange(angle, radius, transform, b);
}
public bool IsInRange(float sectorAngle, float sectorRadius, Transform attacker, Transform target)
{
//攻击者位置指向目标位置的向量
Vector3 direction = target.position - attacker.position;
//点乘积结果
float dot = Vector3.Dot(direction.normalized, transform.forward);
//反余弦计算角度
float offsetAngle = Mathf.Acos(dot) * Mathf.Rad2Deg;
return offsetAngle < sectorAngle * .5f && direction.magnitude < sectorRadius;
}
/*
private void OnDrawGizmos()
{
Handles.color = flag ? Color.cyan : Color.red;
float x = radius * Mathf.Sin(angle / 2f * Mathf.Deg2Rad);
float y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
Vector3 a = new Vector3(transform.position.x - x, transform.position.y, transform.position.z + y);
Vector3 b = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + y);
Handles.DrawLine(transform.position, a);
Handles.DrawLine(transform.position, b);
float half = angle / 2;
for (int i = 0; i < half; i++)
{
x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad);
y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
a = new Vector3(transform.position.x - x, transform.position.y, transform.position.z + y);
x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad);
y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
b = new Vector3(transform.position.x - x, transform.position.y, transform.position.z + y);
Handles.DrawLine(a, b);
}
for (int i = 0; i < half; i++)
{
x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad);
y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
a = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + y);
x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad);
y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
b = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + y);
Handles.DrawLine(a, b);
}
}
*/
}
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using UnityEngine;
public class EnemyContainer : MonoBehaviour
{
public GameObject enemyPrefab;
public GameObject environmentObj;
public GameObject targetControllerObj;
private TargetController targetCon;
private void Start()
{
targetCon = targetControllerObj.GetComponent<TargetController>();
}
// initialize enemy by random
public void RandomInitEnemys(int EnemyNum)
{
Debug.Log("RandomInitEnemys");
for (int i = 0; i < EnemyNum; i++)
{
float randX = UnityEngine.Random.Range(targetCon.minEnemyAreaX, targetCon.maxEnemyAreaX);
float randZ = UnityEngine.Random.Range(targetCon.minEnemyAreaZ, targetCon.maxEnemyAreaZ);
int enemyY = 1;
InitEnemyAtHere(new Vector3(randX, enemyY, randZ));
}
}
// initialize enemy by random but not in block area
public void RandomInitEnemysExcept(int enemyNum, Vector3 blockPosition, float sceneSize)
{
float randX = 0f;
float randZ = 0f;
for (int i = 0; i < enemyNum; i++)
{
randX = UnityEngine.Random.Range(targetCon.minEnemyAreaX, targetCon.maxEnemyAreaX);
randZ = UnityEngine.Random.Range(targetCon.minEnemyAreaZ, targetCon.maxEnemyAreaZ);
while (Vector3.Distance(blockPosition, new Vector3(randX, 0f, randZ)) < sceneSize / 2)
{
// while in scene area then respawn
Debug.Log("spawn enemy in area, re:roll");
randX = UnityEngine.Random.Range(targetCon.minEnemyAreaX, targetCon.maxEnemyAreaX);
randZ = UnityEngine.Random.Range(targetCon.minEnemyAreaZ, targetCon.maxEnemyAreaZ);
}
int enemyY = 1;
InitEnemyAtHere(new Vector3(randX, enemyY, randZ));
}
}
// initialize enemy to position
public void InitEnemyAtHere(Vector3 position)
{
Instantiate(enemyPrefab, position + environmentObj.transform.position, Quaternion.identity, this.transform);
}
// destroyEnemy delete enemyContainer's all enemy
public void DestroyAllEnemys()
{
foreach (Transform childObj in this.transform)
{
childObj.GetComponent<States>().DestroyMe();
}
}
}
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using UnityEngine;
using UnityEngine.UI;
public class HPBar : MonoBehaviour
{
private GameObject thisObj;
private GameObject backgroundObj;
private GameObject gaugeImgOBJ;
private void Start()
{
thisObj = transform.parent.gameObject;
backgroundObj = transform.GetChild(0).gameObject;
gaugeImgOBJ = backgroundObj.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);
}
private 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 = thisObj.GetComponent<States>().maxHP;
float nowHP = thisObj.GetComponent<States>().GetnowHP();
gaugeImgOBJ.GetComponent<Image>().fillAmount = nowHP / maxHP;
}
}
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using System;
using System.Collections.Generic;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
public class MLAgentsCustomController : Agent
{
public GameObject paramContainerObj;
public GameObject targetControllerObj;
public GameObject environmentUIObj;
public GameObject sideChannelObj;
public GameObject hudUIObj;
[Header("Env")]
public bool oneHotRayTag = true;
// script
private AgentController agentController;
private ParameterContainer paramContainer;
private TargetController targetController;
private EnvironmentUIControl envUIController;
private HUDController hudController;
private TargetUIController targetUIController;
private RaySensors raySensors;
private MessageBoxController messageBoxController;
private AimBotSideChannelController sideChannelController;
// observation
private float[] myObserve = new float[4];
private float[] rayTagResult;
private float[] rayTagResultOnehot;
private float[] rayDisResult;
private float[] targetStates;
private float remainTime;
private float inAreaState;
private int finishedState;
private int step = 0;
private int EP = 0;
private void Start()
{
agentController = transform.GetComponent<AgentController>();
raySensors = transform.GetComponent<RaySensors>();
paramContainer = paramContainerObj.GetComponent<ParameterContainer>();
targetController = targetControllerObj.GetComponent<TargetController>();
envUIController = environmentUIObj.GetComponent<EnvironmentUIControl>();
hudController = hudUIObj.GetComponent<HUDController>();
targetUIController = hudUIObj.GetComponent<TargetUIController>();
messageBoxController = hudUIObj.GetComponent<MessageBoxController>();
sideChannelController = sideChannelObj.GetComponent<AimBotSideChannelController>();
}
#region On episode begin function
public override void OnEpisodeBegin()
{
step = 0;
agentController.UpdateLockMouse();
paramContainer.ResetTimeBonusReward();
if (paramContainer.gameMode == 0)
{
// train mode
Debug.Log("MLAgentCustomController.OnEpisodeBegin: train mode start");
targetController.RollNewScene();
}
else
{
Debug.Log("MLAgentCustomController.OnEpisodeBegin: play mode start");
// play mode
targetController.PlayInitialize();
// reset target UI
targetUIController.ClearGamePressed();
}
// give default Reward to Reward value will be used.
if (hudController.chartOn)
{
envUIController.InitChart();
}
raySensors.UpdateRayInfo(); // update raycast
}
#endregion On episode begin function
#region Observation sensor function
public override void CollectObservations(VectorSensor sensor)
{
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
/**myObserve[0] = transform.localPosition.x / raySensors.viewDistance;
myObserve[1] = transform.localPosition.y / raySensors.viewDistance;
myObserve[2] = transform.localPosition.z / raySensors.viewDistance;
myObserve[3] = transform.eulerAngles.y / 360f;**/
myObserve[0] = transform.localPosition.x;
myObserve[1] = transform.localPosition.y;
myObserve[2] = transform.localPosition.z;
myObserve[3] = transform.eulerAngles.y / 36f;
rayTagResult = raySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
rayTagResultOnehot = raySensors.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List<int>[](raySensorNum*Tags,1)
rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
targetStates = targetController.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter
remainTime = targetController.leftTime;
inAreaState = targetController.GetInAreaState();
agentController.UpdateGunState();
//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(targetStates);// (6) targettype, target x,y,z, firebasesAreaDiameter
sensor.AddObservation(inAreaState); // (1)
sensor.AddObservation(remainTime); // (1)
sensor.AddObservation(agentController.gunReadyToggle); // (1) save gun is ready?
sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1)
if (oneHotRayTag)
{
sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
}
else
{
sensor.AddObservation(rayTagResult);
}
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
envUIController.UpdateStateText(targetStates, inAreaState, remainTime, agentController.gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
/*foreach(float aaa in rayDisResult)
{
Debug.Log(aaa);
}
Debug.LogWarning("------------");*/
//sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
//sensor.AddObservation(raySensorNum); // raySensor数量 int
//sensor.AddObservation(remainTime); // RemainTime int
}
#endregion Observation sensor function
#region Action received function
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;
//应用输入
agentController.CameraControl(Mouse_X, 0);
agentController.MoveAgent(vertical, horizontal);
raySensors.UpdateRayInfo(); // update raycast
//判断结束
float sceneReward = 0f;
float endReward = 0f;
(finishedState, sceneReward, endReward) = targetController.CheckOverAndRewards();
float nowRoundReward = agentController.RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal), mouseShoot);
if (hudController.chartOn)
{
envUIController.UpdateChart(nowRoundReward);
}
else
{
envUIController.RemoveChart();
}
//Debug.Log("reward = " + nowRoundReward);
if (finishedState != (int)TargetController.EndType.Running)
{
// Win or lose Finished
Debug.Log("Finish reward = " + nowRoundReward);
EP += 1;
string targetString = Enum.GetName(typeof(Targets), targetController.targetTypeInt);
switch (finishedState)
{
case (int)TargetController.EndType.Win:
sideChannelController.SendSideChannelMessage("Result",targetString+ "|Win");
messageBoxController.PushMessage(
new List<string> { "Game Win" },
new List<string> { "green" });
break;
case (int)TargetController.EndType.Lose:
sideChannelController.SendSideChannelMessage("Result", targetString + "|Lose");
messageBoxController.PushMessage(
new List<string> { "Game Lose" },
new List<string> { "red" });
break;
default:
Debug.LogWarning("TypeError");
break;
}
SetReward(nowRoundReward);
EndEpisode();
}
else
{
// game not over yet
step += 1;
}
SetReward(nowRoundReward);
}
#endregion Action received function
#region Heuristic function
public override void Heuristic(in ActionBuffers actionsOut)
{
//-------------------BUILD
ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))
{
discreteActions[0] = 1;
}
else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
{
discreteActions[0] = -1;
}
else
{
discreteActions[0] = 0;
}
if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A))
{
discreteActions[1] = 1;
}
else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
{
discreteActions[1] = -1;
}
else
{
discreteActions[1] = 0;
}
if (Input.GetMouseButton(0))
{
// Debug.Log("mousebuttonhit");
discreteActions[2] = 1;
}
else
{
discreteActions[2] = 0;
}
//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
float Mouse_X = Input.GetAxis("Mouse X") * agentController.mouseXSensitivity * Time.deltaTime;
//float Mouse_Y = Input.GetAxis("Mouse Y") * agentController.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^^^^^^^^^^^^^^^^^^^^^^
}
#endregion Heuristic function
}
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using System;
using System.Collections.Generic;
public class Onehot
{
private List<string> tags = new List<string>();
public List<List<float>> onehot = new List<List<float>>();
private float totalNum;
public void Initialize(List<string> inputTags)
{
tags = inputTags;
totalNum = tags.Count;
for (int i = 0; i < totalNum; i++)
{
List<float> oneHot = new List<float>();
for (int j = 0; j < totalNum; j++) oneHot.Add(0f);
oneHot[i] = 1f;
onehot.Add(oneHot);
}
}
public List<float> Encoder(string name = null)
{
if (name == null)
{
List<float> allZeroOnehot = new List<float>();
for (int j = 0; j < totalNum; j++) allZeroOnehot.Add(0);
return allZeroOnehot;
}
else
{
try
{
return onehot[tags.IndexOf(name)];
}
catch (ArgumentOutOfRangeException)
{
List<float> allZeroOnehot = new List<float>();
for (int j = 0; j < totalNum; j++) allZeroOnehot.Add(0);
return allZeroOnehot;
}
}
}
public string Decoder(List<float> oneHot)
{
return tags[onehot.IndexOf(oneHot)];
}
}
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using System.Collections.Generic;
using UnityEngine;
public class ParameterContainer : MonoBehaviour
{
public GameObject targetConObj;
public GameObject blockConObj;
public GameObject agentObj;
public GameObject hudObj;
private TargetController targetCon;
private SceneBlockContainer blockCont;
private StartSeneData startSceneData;
private MessageBoxController messageCon;
private float agentDistance;
private int agentInArea;
[Header("Env")]
public bool lockMouse = false;
public float damage = 50; // damage to enemy
public float fireRate = 0.5f;
public int timeLimit = 30;
public bool lockCameraX = false;
public bool lockCameraY = true;
public bool spawnAgentInAllMap = true;
public int spinRecordMax = 40;
public float spinPenaltyThreshold = 10;
public float facingInviewEnemyDisCOEF = 0.5f;
[Header("Dynamic Defaut Rewards")]
//[Tooltip("Hit Enemy reward")]
//public float hitRewardDefault = 60.0f;
[Tooltip("Free mode Hit Enemy reward")]
public float hitTargetRewardDefault = 25f;
//[Tooltip("Enemy down reward")]
//public float killRewardDefault = 60.0f;
[Tooltip("Enemy down in area Reward")]
public float killTargetEnemyRewardDefault = 25f;
[Tooltip("stay in firebasesArea reward")]
public float inAreaRewardDefault = 12f;
[Tooltip("free left time bonus reward. ALLR + leftTime * r")]
public float freeTimeBonusPerSec = 1.0f;
[Tooltip("target left time bonus reward. ALLR + leftTime * r")]
public float targetTimeBonusPerSec = 0.5f;
[Tooltip("in area left time bonus reward. ALLR + leftTime * r")]
public float areaTimeBonusPerSec = 0.2f;
[Tooltip("distance reward reward = r*(1-(nowDis/startDis))")]
public float distanceReward = 50.0f;
[Tooltip("facing to Target distance reward reward = r*(1-(nowDis/startDis))")]
public float facingTargetReward = 10.0f;
[Space(10)]
[Tooltip("Goto Win reward")]
public float goWinRewardDefault = 999f;
[Tooltip("Attack Win reward")]
public float attackWinRewardDefault = 999f;
[Tooltip("Defence Win reward")]
public float defenceWinRewardDefault = 999f;
[Tooltip("free Win reward")]
public float freeWinRewardDefault = 999f;
[Header("Static Rewards")]
[Tooltip("Nothing happened reward")]
public float nonReward = -1f;
[Tooltip("Episode Lose reward")]
public float loseReward = -999f;
[Tooltip("Agent Do shoot action reward")]
public float shootReward = -0.5f;
[Tooltip("Hit Not target Enemy reward")]
public float hitNonTargetReward = -5f;
[Tooltip("Not Target Enemy down reward")]
public float killNonTargetReward = -5f;
[Tooltip("Agent Do shoot action but gun is not read")]
public float shootWithoutReadyReward = -1.15f;
[Tooltip("Kill bonus reward stack to nothing happend reward")]
public float killBonusReward = 0.0f;
[Tooltip("Facing to enemy's reward")]
public float facingReward = 5f;
[Tooltip("Shoot at target area but didn't hit enemy")]
public float shootTargetAreaReward = 10f;
[Header("Penalty Rewards")]
[Tooltip("move Penalty Reward")]
public float movePenalty = 0.1f;
[Tooltip("spiiiiiiin Panalty Reward")]
public float spinPenalty = 0.08f;
[Tooltip("while move mouse a little bit's penalty")]
public float mousePenalty = 0.06f;
[Header("Dynamic Rewards")]
[Tooltip("Free mode Hit Enemy reward")]
public float hitTargetReward = 60.0f;
[Tooltip("Enemy down in area Reward")]
public float killTargetEnemyReward = 80.0f;
[Tooltip("stay in firebasesArea reward")]
public float inAreaReward = 5.0f;
[Space(10)]
[Tooltip("go Win reward")]
public float goWinReward = 50.0f;
[Tooltip("attack Win reward")]
public float attackWinReward = 50.0f;
[Tooltip("defence Win reward")]
public float defenceWinReward = 50.0f;
[Tooltip("free Win reward")]
public float freeWinReward = 50.0f;
[Tooltip("Scene Prefab Set")]
public SceneBlocksSet scenePrefabSet;
private float targetTimeBonus = 0f;
private float areaTimeBonus = 0f;
private float freeTimeBonus = 0f;
private float targetInAreaTime = 0f;
private float lastFrameTime = 0f;
[System.NonSerialized] public int gameMode; // 0 = trainning mode, 1 = play mode
[System.NonSerialized] public float attackProb = 0f;
[System.NonSerialized] public List<float> attackLevelProbs = new List<float>();
[System.NonSerialized] public float gotoProb = 0f;
[System.NonSerialized] public List<float> gotoLevelProbs = new List<float>();
[System.NonSerialized] public float defenceProb = 0f;
[System.NonSerialized] public List<float> defenceLevelProbs = new List<float>();
private void Start()
{
targetCon = targetConObj.GetComponent<TargetController>();
blockCont = blockConObj.GetComponent<SceneBlockContainer>();
messageCon = hudObj.GetComponent<MessageBoxController>();
areaTimeBonus = areaTimeBonusPerSec * timeLimit;
freeTimeBonus = freeTimeBonusPerSec * timeLimit;
targetTimeBonus = targetTimeBonusPerSec * timeLimit;
try
{
// try get start scene data
startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent<StartSeneData>();
messageCon.PushMessage(
new List<string> { "ParameterContainer:", "StartSceneDataTransfer found!" },
new List<string> { "green", "white" });
}
catch
{
// if not found, find dummy StartSeneData
startSceneData = GameObject.Find("StartSceneDataTransferDummy").GetComponent<StartSeneData>();
messageCon.PushMessage(
new List<string> { "ParameterContainer:", "StartSceneDataTransfer not found!Use Dummy." },
new List<string> { "orange" });
}
gameMode = startSceneData.gameMode;
attackProb = startSceneData.attackProb;
attackLevelProbs = startSceneData.attackLevelProbs;
gotoProb = startSceneData.gotoProb;
gotoLevelProbs = startSceneData.gotoLevelProbs;
defenceProb = startSceneData.defenceProb;
defenceLevelProbs = startSceneData.defenceLevelProbs;
scenePrefabSet = startSceneData.scenePrefabSet;
}
private void Update()
{
// get target distance and in area
if (targetCon.targetTypeInt is (int)Targets.Go or (int)Targets.Attack)
{
(agentDistance, agentInArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
// attack goto or defence target
if (agentInArea == 1)
{
// agent out of area
targetInAreaTime += Time.time - lastFrameTime;
}
areaTimeBonus = areaTimeBonusPerSec * (targetCon.leftTime + targetInAreaTime);
freeTimeBonus = freeTimeBonusPerSec * targetCon.leftTime;
targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime;
lastFrameTime = Time.time;
}
else
{
// free target
areaTimeBonus = areaTimeBonusPerSec * targetCon.leftTime;
freeTimeBonus = freeTimeBonusPerSec * targetCon.leftTime;
targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime;
}
hitTargetReward = hitTargetRewardDefault + targetTimeBonus;
killTargetEnemyReward = killTargetEnemyRewardDefault + targetTimeBonus;
inAreaReward = inAreaRewardDefault + areaTimeBonus;
// Win Rewards
goWinReward = goWinRewardDefault;
attackWinReward = attackWinRewardDefault;
defenceWinReward = defenceWinRewardDefault;
freeWinReward = freeWinRewardDefault;
}
public void ResetTimeBonusReward()
{
areaTimeBonus = areaTimeBonusPerSec * timeLimit;
freeTimeBonus = freeTimeBonusPerSec * timeLimit;
targetInAreaTime = 0f;
}
}
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using System;
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 Camera TPSCam;
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 = 7; // >=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 List<float> rayTagResultOneHot;
public float[] rayDisResult;
[System.NonSerialized] public int totalRayNum;
private string myTag = "";
private GameObject[] linesOBJ;
private GameObject[] rayInfoOBJ;
private LineRenderer[] lineRenderers;
private RayInfoUI[] rayInfoUIs;
public List<GameObject> inViewEnemies = new List<GameObject>();
private List<string> tags = new List<string> { "Wall", "Enemy" };
private Onehot oneHotTags = new Onehot();
private void Start()
{
myTag = gameObject.tag;
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];
oneHotTags.Initialize(tags);
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>();
}
}
public int TagToInt(string tag)
{
switch (tag)
{
case "Wall":
return 1;
default:
if (tag != myTag)
{
return 2;
}
return 0;
}
}
private void SingleRaycastUpdate(Ray ray, LineRenderer lineRenderer, RayInfoUI rayInfoUI, out float rayTagResult, out float rayDisResult)
{
// get Raycast hit infomation and return Tag and distance
RaycastHit nowHit;
Color rayColor = Color.cyan;
float lineLength = viewDistance;
string rayInfoText = "";
Vector3 rayInfoPosition;
if (Physics.Raycast(ray, out nowHit, viewDistance)) // 若在viewDistance范围内有碰撞
{
rayInfoText = nowHit.collider.tag;
rayTagResult = TagToInt(rayInfoText);
rayTagResultOneHot.AddRange(oneHotTags.Encoder(rayInfoText));
rayDisResult = nowHit.distance;
lineLength = rayDisResult;
rayInfoText += "\n" + Convert.ToString(rayDisResult);
// rayDisResult = rayDisResult / viewDistance; // Normalization!
// 输出log
switch (rayTagResult)
{
case 1:// Wall
rayColor = Color.white;
break;
case 2: // Enemy
rayColor = Color.red;
inViewEnemies.Add(nowHit.transform.gameObject);
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
{
rayTagResultOneHot.AddRange(oneHotTags.Encoder());
rayTagResult = -1f;
rayDisResult = -1f;
//输出log
//Debug.Log(0);
//Debug.Log(0);
}
rayInfoPosition = ray.origin + (ray.direction * lineLength);
if (showInGameRay)
{
DrawLine(ray, lineLength, lineRenderer, rayColor);
}
else
{
TurnOffLine(lineRenderer, rayColor);
}
// drawRay in game
if (showInGameRayInfo) rayInfoUI.UpdateInfo(rayInfoText, rayInfoPosition, rayColor, TPSCam);
// 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(nowHit.collider.tag));
}
private void DrawLine(Ray ray, float lineLength, LineRenderer lineRenderer, Color lineColor)
{
lineRenderer.startColor = lineColor;
lineRenderer.endColor = lineColor;
lineRenderer.startWidth = lineWidth;
lineRenderer.endWidth = lineWidth;
lineRenderer.SetPosition(0, ray.origin);
lineRenderer.SetPosition(1, ray.origin + (ray.direction * lineLength));
}
private void TurnOffLine(LineRenderer lineRenderer, Color lineColor)
{
lineRenderer.startColor = lineColor;
lineRenderer.endColor = lineColor;
lineRenderer.startWidth = 0f;
lineRenderer.endWidth = 0f;
lineRenderer.SetPosition(0, new Vector3(0, 0, 0));
lineRenderer.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 camPixelHeight = agentCam.pixelHeight;
inViewEnemies.Clear();
rayTagResultOneHot.Clear();
for (int i = 0; i < halfOuterRayNum; i++) // create left outside rays; 0 ~ focusLeftEdge
{
Vector3 point = new Vector3(i * focusLEdge / (halfOuterRayNum - 1), camPixelHeight / 2, 0);
Ray nowRay = agentCam.ScreenPointToRay(point);
SingleRaycastUpdate(nowRay, 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)), camPixelHeight / 2, 0);
Ray nowRay = agentCam.ScreenPointToRay(point);
SingleRaycastUpdate(nowRay, 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)), camPixelHeight / 2, 0);
Ray nowRay = agentCam.ScreenPointToRay(point);
SingleRaycastUpdate(nowRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum * 2 + i], out rayDisResult[halfOuterRayNum * 2 + i]);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
public class SceneBlock : MonoBehaviour
{
public GameObject fireBasesAreaObj;
public GameObject enemyContainerObj;
public float group1InareaNum = 0;
public float group2InareaNum = 0;
public float belongRatio = 0;
public float blockSize = 10f;
public Vector3 firebasesAreaPosition;
public float firebasesAreaScale;
public float firebasesAreaDiameter;
public enum SceneType
{ Go, Attack, Defence }
public SceneType sceneType;
public bool isDestroyed = false;
// firebase state
public string group1Tag = "Player";
public string group2Tag = "Enemy";
public float belongMaxPoint = 10f;
public float firebasesBelong; // -10 mean's belon to group2Tag 10 = belon to group1Tag
public float addPointInterval = 0.1f; // add point every addPointInterval scecond
public float stayTimeNeeded = 5f; // howmany time to stay at area to get this area 0->10
private float addPointEachInterval; // add point in each interval
private float intervalStart;
private GameObject environmentObj;
public GameObject[] group1Objs;
public GameObject[] group2Objs;
// Start is called before the first frame update
private void Start()
{
intervalStart = Time.time;
}
// Update is called once per frame
private void Update()
{
if (Time.time - intervalStart >= addPointInterval)
{
// update belong ratio every addPointInterval scecond
group1InareaNum = GetInAreaNumber(group1Tag);
group2InareaNum = GetInAreaNumber(group2Tag);
belongRatio = group1InareaNum - group2InareaNum;
if (belongRatio > 0)
{
// group 1 have the advantage!
firebasesBelong += addPointEachInterval;
if (firebasesBelong >= belongMaxPoint)
{
firebasesBelong = belongMaxPoint;
}
}
else if (belongRatio < 0)
{
// group 2 have the advantage!
firebasesBelong -= addPointEachInterval;
if (firebasesBelong <= -belongMaxPoint)
{
firebasesBelong = -belongMaxPoint;
}
}
intervalStart = Time.time;
}
}
//Initialize this scene block should be excuted after enemy created
public void InitBlock(GameObject envObj)
{
//Buffer all Player or enemy obj int this environment to list
environmentObj = envObj;
GameObject[] allGroup1Objs = GameObject.FindGameObjectsWithTag(group1Tag);
GameObject[] allGroup2Objs = GameObject.FindGameObjectsWithTag(group2Tag);
List<GameObject> group1ObjsList = new List<GameObject>();
List<GameObject> group2ObjsList = new List<GameObject>();
foreach (GameObject obj in allGroup1Objs)
{
if (obj.transform.root.gameObject == envObj && !obj.GetComponent<States>().isDead)
{
group1ObjsList.Add(obj);
}
}
foreach (GameObject obj in allGroup2Objs)
{
if (obj.transform.root.gameObject == envObj && !obj.GetComponent<States>().isDead)
{
group2ObjsList.Add(obj);
}
}
group1Objs = group1ObjsList.ToArray();
group2Objs = group2ObjsList.ToArray();
// if firebasesAreaObj is null, find sub object by name
if (fireBasesAreaObj == null)
{
// Debug.Log("SceneBlock.Start: fireBasesAreaObj not found, get it by name");
fireBasesAreaObj = transform.Find("FirebasesArea").gameObject;
}
// if enemyContainerObj is null, find them by name
if (enemyContainerObj == null)
{
// Debug.Log("SceneBlock.Start: enemyContainerObj not found, get it by name");
enemyContainerObj = transform.Find("EnemyContainer").gameObject;
}
firebasesAreaPosition = transform.position + fireBasesAreaObj.transform.position;
firebasesAreaScale = fireBasesAreaObj.transform.localScale.x;
firebasesAreaDiameter = firebasesAreaScale * blockSize;
firebasesBelong = -belongMaxPoint;
addPointEachInterval = belongMaxPoint / (stayTimeNeeded / addPointInterval);
intervalStart = Time.time;
}
//check game over 0=notover 1=win
public int CheckOver()
{
return 0;
}
// get in area player number by tag
public float GetInAreaNumber(string tag)
{
float inAreaNum = 0;
float dist = 0f;
float isInarea = 0f;
int index = 0;
if (tag == group1Tag)
{
foreach (GameObject obj in group1Objs)
{
// if object is dead then delete it from list
if (obj == null)
{
// delete null object from list
List<GameObject> group1ObjsList = new List<GameObject>(group1Objs);
group1ObjsList.RemoveAt(index);
group1Objs = group1ObjsList.ToArray();
}
else
{
(dist, isInarea) = GetDistInArea(obj.transform.position);
if (isInarea != 0f)
{
inAreaNum += 1;
}
}
index++;
}
}
else if (tag == group2Tag)
{
foreach (GameObject obj in group2Objs)
{
// if object is dead then delete it from list
if (obj == null)
{
// delete null object from list
List<GameObject> group2ObjsList = new List<GameObject>(group2Objs);
group2ObjsList.RemoveAt(index);
group2Objs = group2ObjsList.ToArray();
}
else
{
(dist, isInarea) = GetDistInArea(obj.transform.position);
if (isInarea != 0f)
{
inAreaNum += 1;
}
}
index++;
}
}
else
{
Debug.LogError("SceneBlock.getinAreaNumber:TagError");
}
return inAreaNum;
}
// get this position and target's distance and is in firebase area
public (float, int) GetDistInArea(Vector3 position)
{
position.y = fireBasesAreaObj.transform.position.y;
float dist = Vector3.Distance(position, fireBasesAreaObj.transform.position) - (firebasesAreaDiameter / 2);
int isinarea = 0;
if (dist <= 0)
{
dist = 0f;
isinarea = 1;
}
else
{
isinarea = 0;
}
return (dist, isinarea);
}
//destroy this block
public void DestroyMe()
{
Destroy(this.gameObject);
foreach (Transform childObj in enemyContainerObj.transform)
{
childObj.GetComponent<States>().DestroyMe();
}
isDestroyed = true;
}
}
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using UnityEngine;
public class SceneBlockContainer : MonoBehaviour
{
public float sceneSize = 10f;
public GameObject environmentObj;
public GameObject parameterContainerObj;
public GameObject hudObj;
// public GameObject[] attackBlockPrefabs = new GameObject[1];
// public GameObject[] goBlockPrefabs = new GameObject[1];
// public GameObject[] defencePrefabs = new GameObject[1];
public SceneBlock nowBlock;
private GameObject nowBlockObj;
private ParameterContainer paramCon;
private void Start()
{
paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
}
/// <summary>
/// Creates a specified block at a specified position.
/// 在指定位置创建指定类型的场景块。
/// </summary>
/// <param name="targetType">The target type.</param>
/// <param name="level">The level.</param>
/// <param name="blockType">The block type.</param>
/// <param name="blockPosition">The block position.</param>
/// <param name="tag1">Tag 1 (optional, default is "Player").</param>
/// <param name="tag2">Tag 2 (optional, default is "Enemy").</param>
public void CreateNewBlock(Targets targetType, int level, int blockType, Vector3 blockPosition, string tag1 = "Player", string tag2 = "Enemy")
{
// check if nowBlock is deleted
if (nowBlockObj != null)
{
// delete nowBlock
// Debug.LogWarning("SceneBlockContainer.CreateNewBlock: Block not clear!");
DestroyBlock();
}
// choose target type
nowBlockObj = Instantiate(paramCon.scenePrefabSet.GetPrefab(level, blockType, targetType), blockPosition + environmentObj.transform.position, Quaternion.identity, transform);
nowBlock = nowBlockObj.GetComponent<SceneBlock>();
nowBlock.group1Tag = tag1;
nowBlock.group2Tag = tag2;
sceneSize = nowBlock.blockSize;
}
// delete nowBlock
public void DestroyBlock()
{
if (nowBlock != null)
{
nowBlock.DestroyMe();
}
nowBlockObj = null;
nowBlock = null;
}
public (float, int) GetAgentTargetDistanceAndInside(Vector3 agentPosition)
{
return nowBlock.GetDistInArea(agentPosition);
}
public void InitializeBlock(GameObject envObj)
{
nowBlock.InitBlock(envObj);
}
}
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using Unity.MLAgents;
using Unity.MLAgents.SideChannels;
using UnityEngine;
public class AimBotSideChannelController : MonoBehaviour
{
public AimbotSideChannel aimbotSideChannel;
public void Awake()
{
// We create the Side Channel
aimbotSideChannel = new AimbotSideChannel();
// When a Debug.Log message is created, we send it to the stringChannel
Application.logMessageReceived += aimbotSideChannel.SendDebugStatementToPython;
// The channel must be registered with the SideChannelManager class
SideChannelManager.RegisterSideChannel(aimbotSideChannel);
}
// Side Channel
public void OnDestroy()
{
// De-register the Debug.Log callback
Application.logMessageReceived -= aimbotSideChannel.SendDebugStatementToPython;
if (Academy.IsInitialized)
{
SideChannelManager.UnregisterSideChannel(aimbotSideChannel);
}
}
public void SendSideChannelMessage(string MessageType, string message)
{
Debug.LogWarning(MessageType + "|" + message);
}
}
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using System;
using Unity.MLAgents.SideChannels;
using UnityEngine;
public class AimbotSideChannel : SideChannel
{
public AimbotSideChannel()
{
ChannelId = new Guid("8bbfb62a-99b4-457c-879d-b78b69066b5e");
}
protected override void OnMessageReceived(IncomingMessage msg)
{
var receivedString = msg.ReadString();
Debug.Log("From Python : " + receivedString);
}
public void SendDebugStatementToPython(string logString, string stackTrace, LogType type)
{
if (type == LogType.Warning)
{
var stringToSend = "Warning|" + logString;
using (var msgOut = new OutgoingMessage())
{
msgOut.WriteString(stringToSend);
QueueMessageToSend(msgOut);
}
}
if (type == LogType.Error)
{
var stringToSend = "Error|" + logString;
using (var msgOut = new OutgoingMessage())
{
msgOut.WriteString(stringToSend);
QueueMessageToSend(msgOut);
}
}
}
}
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+59
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@@ -0,0 +1,59 @@
using UnityEngine;
public class States : MonoBehaviour
{
public bool isDead = false;
public float maxHP = 100;
private float myHP = 100;
private void Start()
{
myHP = maxHP;
}
private void Update()
{
}
private void DetactDeath()
{
if (myHP <= 0)
{
Destroy(this.gameObject);
isDead = true;
}
}
// while got hit
public void ReactToHit(float Damage, GameObject damageSource)
{
myHP -= Damage;
Debug.Log("HP:" + myHP);
if (myHP <= 0)
{
if (damageSource.tag == "Player")
{
damageSource.GetComponent<AgentController>().KillRecord(transform.position);
Destroy(this.gameObject);
isDead = true;
}
else
{
Destroy(this.gameObject);
isDead = true;
}
}
}
// get my hp from other script
public float GetnowHP()
{
return myHP;
}
public void DestroyMe()
{
Destroy(this.gameObject);
isDead = true;
}
}
+11
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@@ -0,0 +1,682 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class TargetController : MonoBehaviour
{
public GameObject environmentObj;
public GameObject agentObj;
public GameObject HUDObj;
public GameObject sceneBlockContainerObj;
public GameObject enemyContainerObj;
public GameObject parameterContainerObj;
public GameObject environmentUIObj;
public GameObject worldUIObj;
// area
public GameObject edgeUp;
public GameObject edgeDown;
public GameObject edgeLeft;
public GameObject edgeRight;
public GameObject edgeAgent_Enemy;
//group
public string group1Tag = "Player";
public string group2Tag = "Enemy";
public float minEnemyAreaX;
[System.NonSerialized] public float maxEnemyAreaX;
[System.NonSerialized] public float minEnemyAreaZ;
[System.NonSerialized] public float maxEnemyAreaZ;
[System.NonSerialized] public float minAgentAreaX;
[System.NonSerialized] public float maxAgentAreaX;
[System.NonSerialized] public float minAgentAreaZ;
[System.NonSerialized] public float maxAgentAreaZ;
[System.NonSerialized] public float startTime = 0f;
[System.NonSerialized] public float leftTime = 0f;
[SerializeField, Range(0f, 1f)] public float attackProb = 0.2f;
[SerializeField, Range(0f, 1f)] public float gotoProb = 0.2f;
[SerializeField, Range(0f, 1f)] public float defenceProb = 0.2f;
[System.NonSerialized] public int targetTypeInt;
[System.NonSerialized] public int gotoLevelNum;
[System.NonSerialized] public int attackLevelNum;
public float[] targetState = new float[6];
public enum EndType
{ Win, Lose, Running, Num };
[System.NonSerialized] public int targetNum = 0;
private Dictionary<int, float[]> oneHotRarget = new Dictionary<int, float[]>();
private int inArea = 0;
private float freeProb;
private float sceneBlockSize;
private float lastDistance;
private int randBlockType = 0;
private int randLevel = 0;
public Vector3 targetPosition;
private bool firstRewardFlag = true;
private bool targetEnemySpawnFinish = false;
private SceneBlockContainer sceneBlockCon;
private EnemyContainer enemyCon;
private EnvironmentUIControl envUICon;
private ParameterContainer paramCon;
private CharacterController agentCharaCon;
private WorldUIController worldUICon;
private HUDController hudCon;
private MessageBoxController messageBoxCon;
// start scene datas 0=train 1=play
private int gamemode;
// Start is called before the first frame update
private void Start()
{
sceneBlockCon = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
envUICon = environmentUIObj.GetComponent<EnvironmentUIControl>();
enemyCon = enemyContainerObj.GetComponent<EnemyContainer>();
agentCharaCon = agentObj.GetComponent<CharacterController>();
paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
worldUICon = worldUIObj.GetComponent<WorldUIController>();
hudCon = HUDObj.GetComponent<HUDController>();
messageBoxCon = HUDObj.GetComponent<MessageBoxController>();
// get parameter from ParameterContainer
gamemode = paramCon.gameMode;
attackProb = paramCon.attackProb;
gotoProb = paramCon.gotoProb;
defenceProb = paramCon.defenceProb;
// initialize spawn area
minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f;
maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f;
minEnemyAreaZ = edgeAgent_Enemy.transform.localPosition.z + 1.0f;
maxEnemyAreaZ = edgeUp.transform.localPosition.z - 1.0f;
minAgentAreaX = edgeLeft.transform.localPosition.x + 1.0f;
maxAgentAreaX = edgeRight.transform.localPosition.x - 1.0f;
minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f;
maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f;
freeProb = 1 - attackProb - gotoProb - defenceProb;
targetNum = (int)Targets.Num;
gotoLevelNum = paramCon.scenePrefabSet.GetLevelNumber(Targets.Go);
attackLevelNum = paramCon.scenePrefabSet.GetLevelNumber(Targets.Attack);
if (freeProb < 0)
{
Debug.LogError("TargetController.Start: target percentage wrong");
}
// initialize a simple fake onehot encoder.
for (int i = 0; i < targetNum; i++)
{
float[] onehotList = new float[targetNum];
for (int j = 0; j < targetNum; j++)
{
onehotList[j] = 0;
}
onehotList[i] = 1;
oneHotRarget.Add(i, onehotList);
}
}
private void Update()
{
// if gamemode is play, then time will keep paramCon.timeLimit
if (gamemode == 1)
{
leftTime = paramCon.timeLimit;
// print out time
// Debug.Log("Playing Time: " + leftTime);
}
else
{
leftTime = paramCon.timeLimit - Time.time + startTime;
}
}
/// <summary>
/// Generates a new scene configuration by selecting a random target type and spawning related scene blocks.
/// </summary>
/// <remarks>
/// This method is responsible for creating a new scene configuration, which involves selecting a target type
/// (Go, Attack, Defence, or Free) based on predefined probabilities. Depending on the chosen target type,
/// the method spawns the associated scene blocks, updates various flags, and informs the user interface about
/// the selected target type.
/// </remarks>
public void RollNewScene()
{
startTime = Time.time;// Reset StartTime as now time
leftTime = paramCon.timeLimit - Time.time + startTime;
float randTargetType = UnityEngine.Random.Range(0f, 1f);
if (randTargetType <= gotoProb)
{
// goto target spawn
Debug.Log("GOTO THIS TARGET!");
targetTypeInt = (int)Targets.Go;
RandomSpawnSceneBlock(Targets.Go);
// set startDistance
firstRewardFlag = true;
}
else if (randTargetType > gotoProb && randTargetType <= gotoProb + attackProb)
{
// attack target spawn
Debug.Log("ATTACK Mode Start");
targetTypeInt = (int)Targets.Attack;
RandomSpawnSceneBlock(Targets.Attack);
// set startDistance
firstRewardFlag = true;
targetEnemySpawnFinish = false;
}
else if (randTargetType > gotoProb + attackProb && randTargetType <= gotoProb + attackProb + defenceProb)
{
// defence target spawn
Debug.Log("DEFENCE Mode Start");
targetTypeInt = (int)Targets.Defence;
RandomSpawnSceneBlock(Targets.Defence);
// set startDistance
firstRewardFlag = true;
}
else
{
Debug.Log("Free Mode Start");
targetTypeInt = (int)Targets.Free;
enemyCon.DestroyAllEnemys();
enemyCon.RandomInitEnemys(hudCon.enemyNum);
MoveAgentToSpwanArea();
sceneBlockCon.DestroyBlock();
}
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
}
#region Agent Move Method
/// <summary>
/// Move the agent to the spawn area.
/// 将Agent移动到生成区域。
/// </summary>
private void MoveAgentToSpwanArea()
{
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
float randZ = 0f;
if (paramCon.spawnAgentInAllMap)
{
// spawn agent in all around map
randZ = UnityEngine.Random.Range(minAgentAreaZ, maxEnemyAreaZ);
}
else
{
// spawn agent in only agent spawn area
randZ = UnityEngine.Random.Range(minAgentAreaZ, maxAgentAreaZ);
}
int Y = 1;
Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
MoveAgentTo(initAgentLoc);
}
/// <summary>
/// Move the agent to the specified position.
/// 将代理移动到指定位置。
/// </summary>
/// <param name="position">要移动到的位置。</param>
/// <remarks>
/// When moving the character using transform.localPosition,
/// must disable the character controller, or it won't work properly.
/// 使用 transform.localPosition 移动角色时,
/// 必须禁用角色控制器,否则它将无法正常工作。
/// </remarks>
public void MoveAgentTo(Vector3 position)
{
// while using transform.localPosition to move character
// u should turn off character Controller or it won't work
agentCharaCon.enabled = false;
agentObj.transform.localPosition = position;
agentCharaCon.enabled = true;
}
#endregion Agent Move Method
#region Random SceneBlock Spawn Method
/// <summary>
/// Randomly spawns a scene block based on the target type.
/// 根据目标类型随机生成场景块。
/// </summary>
/// <param name="targetType">要生成的场景块的目标类型。The target type of the scene block to be generated.</param>
/// <remarks>
/// This method generates a random scene block based on the target type and spawns enemies at the specified location.
/// 此方法根据目标类型生成一个随机场景块,并在指定位置生成敌人。
/// </remarks>
private void RandomSpawnSceneBlock(Targets targetType)
{
randLevel = RollRandomLevelIndex(targetType);
randBlockType = Random.Range(0, paramCon.scenePrefabSet.GetBlockNumber(randLevel,targetType));
sceneBlockSize = paramCon.scenePrefabSet.GetBlockSize(randLevel, randBlockType, targetType);
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
targetPosition = new Vector3(randX, 0, randZ);
// init scene block
sceneBlockCon.DestroyBlock();
sceneBlockCon.CreateNewBlock(targetType, randLevel, randBlockType, targetPosition, group1Tag, group2Tag);
enemyCon.DestroyAllEnemys();
enemyCon.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize);
sceneBlockCon.nowBlock.InitBlock(environmentObj);
}
#endregion Random SceneBlock Spawn Method
#region Reward function
/// <summary>
/// Checks the game's end state and retrieves rewards.
/// </summary>
/// <returns>A tuple containing the game's end type, current reward, and final reward.
/// 1 = success,2 = overtime,0 = notover</returns>
public (int, float, float) CheckOverAndRewards()
{
int endTypeInt = 0;
float nowReward = 0;
float endReward = 0;
float nowDistance = 0f;
switch (targetTypeInt)
{
case (int)Targets.Go:
// goto
(nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint);
float areaTargetReward = GetDistanceReward(nowDistance, inArea);
//if(inArea != 0)
if (sceneBlockCon.nowBlock.firebasesBelong >= sceneBlockCon.nowBlock.belongMaxPoint)
{
// win
// let the area belongs to me
nowReward = areaTargetReward;
endReward = paramCon.goWinReward;
//nowReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance);
endTypeInt = (int)EndType.Win;
}
else if (leftTime <= 0)
{
// time out lose
nowReward = areaTargetReward;
endReward = paramCon.loseReward;
endTypeInt = (int)EndType.Lose;
}
else
{
// keep on keeping on!
nowReward = areaTargetReward;
endReward = 0;
endTypeInt = (int)EndType.Running;
}
break;
case (int)Targets.Attack:
// attack
(nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint);
if (sceneBlockCon.nowBlock.GetInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish)
{
// win
// let the area belongs to me and kill every enmy in this area.
nowReward = 0;
endReward = paramCon.attackWinReward;
//nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Win;
targetEnemySpawnFinish = false;
}
else if (leftTime <= 0 && targetEnemySpawnFinish)
{
// time out lose
nowReward = 0;
endReward = paramCon.loseReward;
//nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Lose;
targetEnemySpawnFinish = false;
}
else
{
// keep on keeping on!
// nowReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance);
nowReward = 0;
endReward = 0;
targetEnemySpawnFinish = true;
endTypeInt = (int)EndType.Running;
}
break;
case (int)Targets.Defence:
//defence
// !!! DIDN't FINISH!!!
(nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint);
if (leftTime <= 0 && sceneBlockCon.nowBlock.firebasesBelong >= 0f)
{
// win
// time over and the area still mine
nowReward = paramCon.defenceWinReward;
//nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Win;
}
else if (sceneBlockCon.nowBlock.firebasesBelong <= sceneBlockCon.nowBlock.belongMaxPoint)
{
// lost area lose
nowReward = paramCon.loseReward;
//nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Lose;
}
else
{
// keep on keeping on!
// nowReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance);
endTypeInt = (int)EndType.Running;
}
break;
case (int)Targets.Stay:
// Stay
// endless
nowReward = 0;
endReward = 0;
endTypeInt = (int)EndType.Running;
break;
default:
//free kill
if (enemyContainerObj.transform.childCount <= 0)
{
// win
// nowReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
nowReward = 0;
endReward = paramCon.freeWinReward;
endTypeInt = (int)EndType.Win;
}
else if (leftTime <= 0)
{
// lose
//nowReward = paramCon.loseReward;
nowReward = 0;
endReward = paramCon.loseReward;
endTypeInt = (int)EndType.Lose;
}
else
{
// keep on keeping on!
nowReward = 0;
endReward = 0;
endTypeInt = (int)EndType.Running;
}
break;
}
envUICon.ShowResult(endTypeInt);
worldUICon.UpdateChart(targetTypeInt, endTypeInt);
return (endTypeInt, nowReward, endReward);
}
/// <summary>
/// Calculates scene reward based on distance, granting higher rewards for being closer to the target.
/// 根据距离计算场景奖励,靠近目标则获得更高奖励。
/// </summary>
/// <param name="nowDistance">The current distance.</param>
/// <param name="inarea">Whether inside an area.</param>
/// <returns>The reward value calculated based on distance.</returns>
private float GetDistanceReward(float nowDistance, int inarea)
{
if (firstRewardFlag)
{
// first distance record
(lastDistance, _) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
firstRewardFlag = false;
}
float nowSeneReward = 0f;
if (inarea != 0)
{
// in area
nowSeneReward = paramCon.inAreaReward;
}
else
{
// out of area
// nowSeneReward = paramCon.distanceReward * Math.Clamp(lastDistance - nowDistance, 0, 100);
nowSeneReward = paramCon.distanceReward * (lastDistance - nowDistance);
}
lastDistance = nowDistance;
return nowSeneReward;
}
/// <summary>
/// Calculates kill reward based on the position of the killed enemy.
/// 根据击杀的敌人位置计算击杀奖励。
/// </summary>
/// <param name="enemyPosition">The position of the killed enemy.</param>
/// <returns>The reward value calculated based on the kill position.</returns>
public float KillReward(Vector3 enemyPosition)
{
float nowKillReward = 0f;
if (targetTypeInt == (int)Targets.Attack)
{
// attack mode
(_, int isInArea) = sceneBlockCon.nowBlock.GetDistInArea(enemyPosition);
if (isInArea == 1)
{
// kill in area enemy
nowKillReward = paramCon.killTargetEnemyReward;
}
else
{
nowKillReward = paramCon.killNonTargetReward;
}
}
else if (targetTypeInt == (int)Targets.Free)
{
// free mode hit
nowKillReward = paramCon.killTargetEnemyReward;
}
else
{
// goto & defence
nowKillReward = paramCon.killNonTargetReward;
}
return nowKillReward;
}
/// <summary>
/// Calculates hit reward based on the position of the hit enemy and the current mode.
/// 根据击中的敌人位置和当前模式计算击中Reward。
/// </summary>
/// <param name="enemyPosition">The position of the hit enemy.</param>
/// <returns>The reward value calculated based on the hit position and mode.</returns>
public float HitEnemyReward(Vector3 enemyPosition)
{
float nowHitReward = 0f;
if (targetTypeInt == (int)Targets.Attack)
{
// attack mode
(_, int isInArea) = sceneBlockCon.nowBlock.GetDistInArea(enemyPosition);
if (isInArea == 1)
{
// hit in area enemy
nowHitReward = paramCon.hitTargetReward;
}
else
{
// hit not in area enemy
nowHitReward = paramCon.hitNonTargetReward;
}
}
else if (targetTypeInt == (int)Targets.Free)
{
// free mode hit
nowHitReward = paramCon.hitTargetReward;
}
else
{
// goto & defence
nowHitReward = paramCon.hitNonTargetReward;
}
return nowHitReward;
}
#endregion Reward function
#region Play Mode Method
/// <summary>
/// Initializes the game in play mode.
/// 初始化游戏playMode。
/// </summary>
/// <remarks>
/// This method is used to initialize the game in play mode,
/// including setting the target type, updating target states,
/// updating UI display, moving the agent to the spawn area,
/// destroying all enemies, and scene blocks.
/// 该方法用于初始化游戏播放模式,包括设置目标类型、更新目标状态、更新UI显示、
/// 将代理移动到生成区域、销毁所有敌人和场景块。
/// </remarks>
public void PlayInitialize()
{
targetTypeInt = (int)Targets.Stay;
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
MoveAgentToSpwanArea();
enemyCon.DestroyAllEnemys();
sceneBlockCon.DestroyBlock();
}
// change to attack mode
public void AttackModeChange(Vector3 targetPosition)
{
targetTypeInt = (int)Targets.Attack;
UpdateTargetStates(targetPosition);
envUICon.UpdateTargetType(targetTypeInt);
}
// change to free mode
public void FreeModeChange()
{
targetTypeInt = (int)Targets.Free;
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
}
// change to goto mode
public void GotoModeChange(Vector3 targetPosition)
{
targetTypeInt = (int)Targets.Go;
UpdateTargetStates(targetPosition);
envUICon.UpdateTargetType(targetTypeInt);
}
// change to stay mode
public void StayModeChange()
{
targetTypeInt = (int)Targets.Stay;
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
}
#endregion Play Mode Method
/// <summary>
/// Gets the target observation states.
/// 获取目标观测状态。
/// </summary>
/// <param name="targetPosition">The target position (optional).</param>
private void UpdateTargetStates(Vector3? targetPosition = null)
{
// targettype, x,y,z, firebasesAreaDiameter
targetState[0] = targetTypeInt;
if (targetPosition != null)
{
this.targetPosition = (Vector3)targetPosition;
}
if (targetTypeInt == (int)Targets.Free || targetTypeInt == (int)Targets.Stay)
{
for (int i = 1; i < targetState.Length; i++)
// set target position state to 0
targetState[i] = 0f;
}
else
{
targetState[1] = this.targetPosition.x;
targetState[2] = this.targetPosition.y;
targetState[3] = this.targetPosition.z;
targetState[4] = sceneBlockCon.nowBlock.firebasesAreaDiameter;
targetState[5] = sceneBlockCon.nowBlock.belongRatio;
}
}
/// <summary>
/// Gets the in-area state.
/// 获取是否在区域内的State
/// </summary>
/// <returns>The in-area state.</returns>
public int GetInAreaState()
{
if (targetTypeInt == (int)Targets.Go)
{
return inArea;
}
else
{
return 0;
}
}
/// <summary>
/// Gets a random level index based on the target type.
/// 根据目标类型获取随机关卡索引。
/// </summary>
/// <param name="target">The target type.</param>
/// <returns>A random level index.</returns>
public int RollRandomLevelIndex(Targets target)
{
List<float> targetProbs;
switch (target)
{
case Targets.Attack:
targetProbs = paramCon.attackLevelProbs;
break;
case Targets.Go:
targetProbs = paramCon.gotoLevelProbs;
break;
case Targets.Defence:
targetProbs = paramCon.defenceLevelProbs;
break;
default:
messageBoxCon.PushMessage(
new List<string> { "[ERROR]TargetController:RandomLevel", "target type error" },
new List<string> { "#800000ff" });
Debug.LogWarning("[ERROR]TargetController:RandomLevel:target type error");
return -1; // Exit early on default case
}
// sample random level depends on the target probabilities
float randomNum = UnityEngine.Random.Range(0f, 1f);
float sumProb = 0f;
for (int i = 0; i < targetProbs.Count; i++)
{
sumProb += targetProbs[i];
if (randomNum < sumProb)
{
return i;
}
}
// If no level was returned, log an error and return -1
messageBoxCon.PushMessage(
new List<string> { "[ERROR]TargetController:RandomLevel", "level index out of range" },
new List<string> { "orange" });
return -1;
}
}
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