Parallel environment.
delete all unuse feature for Parallel environment. it's possible to run each single environment independent
This commit is contained in:
@@ -11,17 +11,24 @@ 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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using System.Linq;
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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 EnviromentObj;
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public GameObject EnemyContainerObj;
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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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public GameObject edgeUp;
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public GameObject edgeDown;
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public GameObject edgeLeft;
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public GameObject edgeRight;
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public GameObject edgeAgent_Enemy;
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[Header("Rewards")]
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@@ -36,7 +43,7 @@ public class AgentWithGun : Agent
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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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public float loseRewardDefault = -0.05f;
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[Tooltip("Enemy down reward")]
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public float killRewardDefault = 5.0f;
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@@ -49,14 +56,6 @@ public class AgentWithGun : Agent
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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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@@ -74,18 +73,18 @@ public class AgentWithGun : Agent
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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 minEnemyAreaX;
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[System.NonSerialized] public float maxEnemyAreaX;
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[System.NonSerialized] public float minEnemyAreaZ;
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[System.NonSerialized] public float maxEnemyAreaZ;
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[System.NonSerialized] public float minAgentAreaX;
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[System.NonSerialized] public float maxAgentAreaX;
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[System.NonSerialized] public float minAgentAreaZ;
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[System.NonSerialized] public float maxAgentAreaZ;
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[System.NonSerialized] public float nonReward;
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[System.NonSerialized] public float shootReward;
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@@ -94,98 +93,32 @@ public class AgentWithGun : Agent
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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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private 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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rayScript = GetComponent<RaySensors>();
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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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// Time Limit
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timeLimit = DataTransfer.Timelim;
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minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f;
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maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f;
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minEnemyAreaZ = edgeAgent_Enemy.transform.localPosition.z + 1.0f;
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maxEnemyAreaZ = edgeUp.transform.localPosition.z - 1.0f;
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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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minAgentAreaX = edgeLeft.transform.localPosition.x + 1.0f;
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maxAgentAreaX = edgeRight.transform.localPosition.x - 1.0f;
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minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f;
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maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f;
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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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@@ -201,10 +134,10 @@ public class AgentWithGun : Agent
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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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float randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX);
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float randZ = UnityEngine.Random.Range(minEnemyAreaZ, maxEnemyAreaZ);
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int Y = 1;
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Instantiate(enemyPrefab, new Vector3(randX, Y, randZ), Quaternion.identity);
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Instantiate(enemyPrefab, new Vector3(randX, Y, randZ) + EnviromentObj.transform.position, Quaternion.identity, EnemyContainerObj.transform);
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}
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}
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@@ -212,8 +145,8 @@ public class AgentWithGun : Agent
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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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float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX);
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float randZ = UnityEngine.Random.Range(minAgentAreaZ, maxAgentAreaZ);
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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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@@ -358,7 +291,6 @@ public class AgentWithGun : Agent
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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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@@ -389,26 +321,14 @@ public class AgentWithGun : Agent
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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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// destroyEnemy消除EnemyContainer内所有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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foreach(Transform childObj in EnemyContainerObj.transform)
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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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if(childObj.tag == "Enemy")
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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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Destroy(childObj.gameObject);
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}
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}
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}
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@@ -417,9 +337,7 @@ public class AgentWithGun : Agent
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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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if (EnemyContainerObj.transform.childCount <= 0)
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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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@@ -444,9 +362,9 @@ public class AgentWithGun : Agent
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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 thisEnemyPosition = EnemyObj.transform.localPosition;
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Vector3 thisEnemyScale = EnemyObj.transform.localScale;
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Vector3 MyselfPosition = thisAgent.position;
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Vector3 MyselfPosition = thisAgent.localPosition;
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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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@@ -499,16 +417,12 @@ public class AgentWithGun : Agent
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public override void OnEpisodeBegin()
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{
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step = 0;
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if (EP == 0)
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{
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UICon.iniChart();
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}
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if (lockMouse)
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{
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Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse
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}
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//iniCharts();
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thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
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//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
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destroyAllEnemys();
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startTime = Time.time;// Reset StartTime as now time
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randomInitAgent();
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@@ -525,7 +439,7 @@ public class AgentWithGun : Agent
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//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
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rayScript.updateRayInfo();
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float[] myObserve = { thisAgent.position.x, thisAgent.position.y, thisAgent.position.z, thisAgent.rotation.w };
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float[] myObserve = { thisAgent.localPosition.x, thisAgent.localPosition.y, thisAgent.localPosition.z, thisAgent.rotation.w };
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float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
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float[] rayDisResult = rayScript.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
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//float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
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@@ -538,10 +452,6 @@ public class AgentWithGun : Agent
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//sensor.AddObservation(raySensorNum); // raySensor数量 int
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gunReadyToggle = gunReady();
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sensor.AddObservation(gunReadyToggle); // save gun is ready?
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sensor.AddObservation(LoadDirDateF); // 用于loadModel的第一级dir
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sensor.AddObservation(loadDirTimeF); // 用于loadModel的第二级dir
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sensor.AddObservation(saveNow); // sent saveNow Toggle to python let agent save weights
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saveNow = 0; // reset saveNow Toggle
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//sensor.AddObservation(remainTime); // RemainTime int
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}
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@@ -560,14 +470,6 @@ public class AgentWithGun : Agent
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//应用输入
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shoot = mouseShoot;
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HistoryRec.realTimeKeyCounter(vertical, horizontal, shoot);
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(int kWCount, int kSCount, int kACount, int kDCount, int shootCount) = HistoryRec.getKeyCount();
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UICon.updateRemainTime(remainTime);
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UICon.updateRemainEnemy(enemyNum);
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UICon.updateWASDKeyViewer(vertical, horizontal);
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UICon.updateKeyCounterChart(kWCount, kSCount, kACount, kDCount, shootCount);
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UICon.updateMouseMovementViewer(Mouse_X);
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UICon.updateRewardViewer(nonReward, shootReward, shootWithoutReadyReward, hitReward, winReward, loseReward, killReward);
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cameraControl(Mouse_X, 0);
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moveAgent(vertical, horizontal);
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float thisRoundReward = rewardCalculate();
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@@ -577,11 +479,6 @@ public class AgentWithGun : Agent
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if (finished == 1)
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{
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//Win Finished
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HistoryRec.addRealTimeReward(winReward);
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HistoryRec.EPTotalRewardsUpdate();
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UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
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UICon.resetStepChart();
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UICon.resetCounterChat();
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EP += 1;
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SetReward(winReward);
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Debug.Log("reward = " + winReward);
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@@ -590,11 +487,7 @@ public class AgentWithGun : Agent
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else if (finished == 2)
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{
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//Lose Finished
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HistoryRec.addRealTimeReward(loseReward);
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HistoryRec.EPTotalRewardsUpdate();
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UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
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UICon.resetStepChart();
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UICon.resetCounterChat();
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EP += 1;
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SetReward(loseReward);
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Debug.Log("reward = " + loseReward);
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@@ -603,8 +496,6 @@ public class AgentWithGun : Agent
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else
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{
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// game not over yet
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HistoryRec.addRealTimeReward(thisRoundReward);
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UICon.stepUpdateChart(step, thisRoundReward);
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step += 1;
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SetReward(thisRoundReward);
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Debug.Log("reward = " + thisRoundReward);
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@@ -1,38 +0,0 @@
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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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public class CameraChange : MonoBehaviour
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{
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public Camera FPSCamera;
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public Camera TPSCamera;
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public GameObject AgentOBJ;
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public void switchCamera()
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{
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if (TPSCamera.enabled && !FPSCamera.enabled)
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{
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ShowFPSView();
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}else if(FPSCamera.enabled && !TPSCamera.enabled)
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{
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ShowTPSView();
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}
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else
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{
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ShowFPSView();
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}
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}
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public void ShowTPSView()
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{
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TPSCamera.enabled = true;
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FPSCamera.enabled = false;
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AgentOBJ.GetComponent<RaySensors>().showInGameRay = true;
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}
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public void ShowFPSView()
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{
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FPSCamera.enabled = true;
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TPSCamera.enabled = false;
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AgentOBJ.GetComponent<RaySensors>().showInGameRay = false;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 136f4ef424a10ea47b5981794fff8a7c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,114 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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/*??????????????*/
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public class HistoryRecorder : MonoBehaviour
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{
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private List<float> realTimeReward = new List<float> ();
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private List<float> EPTotalRewards = new List<float> ();
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private List<int> EPTotalShootCount = new List<int> ();
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private int realTimeWKeyCount = 0;
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private int realTimeAKeyCount = 0;
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private int realTimeSKeyCount = 0;
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private int realTimeDKeyCount = 0;
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private int realTimeShootCount = 0;
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// add Record History -----------------------------
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public void addRealTimeReward(float reward)
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{
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realTimeReward.Add(reward);
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}
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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);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a3e891536ddde24b86cbac3ad3837e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,81 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 414edca99b7a04940a0801ec06c99007
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,43 +0,0 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 137cfd15c80550b4589b3dce99ff2d09
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,234 +0,0 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f31155528181e24438cf507311adf048
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,54 +0,0 @@
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 604d05168c977c04887a3add62ce34da
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,13 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 065aae6979c750b4fa0a0be5dbd8d2c7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,202 +0,0 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89d83d123322a5c4ba6afb3c86403371
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user