diff --git a/Assets/Scenes/InGame.unity b/Assets/Scenes/InGame.unity index 4d2f5f5..475c0d9 100644 --- a/Assets/Scenes/InGame.unity +++ b/Assets/Scenes/InGame.unity @@ -13633,7 +13633,7 @@ Mesh: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: pb_Mesh23584 + m_Name: pb_Mesh150178 serializedVersion: 10 m_SubMeshes: - serializedVersion: 2 @@ -23102,7 +23102,7 @@ Mesh: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: pb_Mesh23488 + m_Name: pb_Mesh150082 serializedVersion: 10 m_SubMeshes: - serializedVersion: 2 @@ -24067,7 +24067,7 @@ Mesh: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: pb_Mesh27056 + m_Name: pb_Mesh153650 serializedVersion: 10 m_SubMeshes: - serializedVersion: 2 @@ -43818,7 +43818,7 @@ Mesh: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: pb_Mesh23714 + m_Name: pb_Mesh150308 serializedVersion: 10 m_SubMeshes: - serializedVersion: 2 diff --git a/Assets/Script/InGame/AgentWithGun.cs b/Assets/Script/InGame/AgentWithGun.cs index 3640490..205d155 100644 --- a/Assets/Script/InGame/AgentWithGun.cs +++ b/Assets/Script/InGame/AgentWithGun.cs @@ -422,21 +422,21 @@ public override void CollectObservations(VectorSensor sensor) float[] myObserve = { transform.localPosition.x, transform.localPosition.y, transform.localPosition.z, transform.eulerAngles.y }; float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1) float[] rayDisResult = rayScript.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1) - float[] targetStates = targetCon.targetState; // targettype, target x,y,z, firebasesAreaDiameter + float[] targetStates = targetCon.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter float remainTime = targetCon.leftTime; //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);// targettype, target x,y,z, firebasesAreaDiameter - sensor.AddObservation(targetCon.getInAreaState()); - sensor.AddObservation(remainTime); - sensor.AddObservation(myObserve); // 自机位置xyz+朝向 float[](4,1) + sensor.AddObservation(targetStates);// (6) targettype, target x,y,z, firebasesAreaDiameter + sensor.AddObservation(targetCon.getInAreaState()); // (1) + sensor.AddObservation(remainTime); // (1) + sensor.AddObservation(gunReadyToggle); //(1) save gun is ready? + sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1) sensor.AddObservation(rayTagResult); // 探测用RayTag结果 float[](raySensorNum,1) sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1) //sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z //sensor.AddObservation(raySensorNum); // raySensor数量 int gunReadyToggle = gunReady(); - sensor.AddObservation(gunReadyToggle); // save gun is ready? //sensor.AddObservation(remainTime); // RemainTime int }