V3.1.1 优化代码
优化可读性与规范化命名方式
This commit is contained in:
@@ -1,13 +1,10 @@
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using System;
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using System.Reflection;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.MLAgents;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents.Actuators;
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using System.Linq;
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using Unity.MLAgents;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Sensors;
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using UnityEngine;
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/*TODO:
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√tag 攻击排他
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@@ -18,17 +15,18 @@ Agent死亡时待机处理*/
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public class AgentWithGun : Agent
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{
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public GameObject ParameterContainerObj;
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public GameObject EnvironmentObj;
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public GameObject EnemyContainerObj;
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public GameObject SceneBlockContainerObj;
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public GameObject EnvironmentUIControlObj;
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public GameObject TargetControllerObj;
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public GameObject parameterContainerObj;
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public GameObject environmentObj;
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public GameObject enemyContainerObj;
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public GameObject sceneBlockContainerObj;
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public GameObject environmentUIControlObj;
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public GameObject targetControllerObj;
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public GameObject HUDObj;
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public Camera thisCam;
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[Header("GetAxis() Simulate")]
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public float MoveSpeed = 9.0f;
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public float moveSpeed = 9.0f;
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public float vX = 0f;
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public float vZ = 0f;
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public Vector3 thisMovement;
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@@ -39,9 +37,10 @@ public class AgentWithGun : Agent
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[Header("Env")]
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public bool oneHotRayTag = true;
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private List<float> spinRecord = new List<float>();
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private bool lockMouse;
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private float Damage;
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private float damage;
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private float fireRate;
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private int enemyNum;
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private bool lockCameraX;
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@@ -49,6 +48,7 @@ public class AgentWithGun : Agent
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// environment
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private int shoot = 0;
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private float lastShootTime = 0.0f;
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private int enemyKillCount = 0;
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private Vector3 killEnemyPosition;
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@@ -59,10 +59,12 @@ public class AgentWithGun : Agent
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private string myTag = "";
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private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
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private float lastTargetFacingDistance = 0f; // record last target facing minimum distance
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// scripts
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private RaySensors raySensors;
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private CharacterController PlayerController;
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private EnvironmentUIControl EnvUICon;
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private CharacterController playerController;
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private EnvironmentUIControl envUICon;
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private ParameterContainer paramContainer;
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private SceneBlockContainer blockContainer;
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private EnemyContainer eneContainer;
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@@ -71,13 +73,14 @@ public class AgentWithGun : Agent
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private StartSeneData startSceneData;
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// observation
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float[] myObserve = new float[4];
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float[] rayTagResult;
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float[] rayTagResultOnehot;
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float[] rayDisResult;
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float[] targetStates;
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float remainTime;
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float inAreaState;
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private float[] myObserve = new float[4];
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private float[] rayTagResult;
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private float[] rayTagResultOnehot;
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private float[] rayDisResult;
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private float[] targetStates;
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private float remainTime;
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private float inAreaState;
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[System.NonSerialized] public int finishedState;
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@@ -88,7 +91,8 @@ public class AgentWithGun : Agent
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{
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// initialize startSceneData & datas
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// while GameObject StartSceneDataTransfer is exist
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try {
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try
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{
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startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent<StartSeneData>();
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gamemode = startSceneData.gamemode;
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}
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@@ -100,18 +104,18 @@ public class AgentWithGun : Agent
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}
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// initialize scripts
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paramContainer = ParameterContainerObj.GetComponent<ParameterContainer>();
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eneContainer = EnemyContainerObj.GetComponent<EnemyContainer>();
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blockContainer = SceneBlockContainerObj.GetComponent<SceneBlockContainer>();
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EnvUICon = EnvironmentUIControlObj.GetComponent<EnvironmentUIControl>();
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targetCon = TargetControllerObj.GetComponent<TargetController>();
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paramContainer = parameterContainerObj.GetComponent<ParameterContainer>();
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eneContainer = enemyContainerObj.GetComponent<EnemyContainer>();
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blockContainer = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
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envUICon = environmentUIControlObj.GetComponent<EnvironmentUIControl>();
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targetCon = targetControllerObj.GetComponent<TargetController>();
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hudController = HUDObj.GetComponent<HUDController>();
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raySensors = GetComponent<RaySensors>();
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PlayerController = this.transform.GetComponent<CharacterController>();
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playerController = this.transform.GetComponent<CharacterController>();
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// initialize Environment parameters
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lockMouse = paramContainer.lockMouse;
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Damage = paramContainer.Damage;
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damage = paramContainer.damage;
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fireRate = paramContainer.fireRate;
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enemyNum = hudController.enemyNum;
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lockCameraX = paramContainer.lockCameraX;
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@@ -124,13 +128,13 @@ public class AgentWithGun : Agent
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// ------------动作处理--------------
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// moveAgent 用于模拟Input.GetAxis移动
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public void moveAgent(int vertical, int horizontal)
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public void MoveAgent(int vertical, int horizontal)
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{
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// Vector3 thisMovement;
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if (horizontal != 0)//当按下按键(水平方向)
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{
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if (vX < MoveSpeed && vX > -MoveSpeed)//当前速度小于最大速度
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if (vX < moveSpeed && vX > -moveSpeed)//当前速度小于最大速度
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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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@@ -139,13 +143,12 @@ public class AgentWithGun : Agent
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//防止在一瞬间切换输入时速度仍保持不变
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if ((vX * horizontal) > 0)//输入与当前速度方向同向
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{
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vX = (float)horizontal * MoveSpeed; //限制最大速度
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vX = (float)horizontal * moveSpeed; //限制最大速度
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}
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else
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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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}
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}
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else
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@@ -162,7 +165,7 @@ public class AgentWithGun : Agent
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if (vertical != 0)//当按下按键(垂直方向)
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{
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if (vZ < MoveSpeed && vZ > -MoveSpeed)//当前速度小于最大速度
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if (vZ < moveSpeed && vZ > -moveSpeed)//当前速度小于最大速度
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{
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vZ += (float)vertical * acceleration;//增加加速度
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}
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@@ -170,7 +173,7 @@ public class AgentWithGun : Agent
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{
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if ((vZ * vertical) > 0)//输入与当前速度方向同向
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{
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vZ = (float)vertical * MoveSpeed; //限制最大速度
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vZ = (float)vertical * moveSpeed; //限制最大速度
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}
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else
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{
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@@ -192,17 +195,17 @@ public class AgentWithGun : Agent
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thisMovement = (transform.forward * vZ + transform.right * vX);
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//PlayerController下的.Move为实现物体运动的函数
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//Move()括号内放入一个Vector3类型的量,本例中为Player_Move
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if (thisMovement.magnitude > MoveSpeed)
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if (thisMovement.magnitude > moveSpeed)
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{
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thisMovement = thisMovement.normalized * MoveSpeed;
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thisMovement = thisMovement.normalized * moveSpeed;
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}
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PlayerController.Move(thisMovement * Time.deltaTime);
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playerController.Move(thisMovement * Time.deltaTime);
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// update Key Viewer
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}
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// ------------动作处理--------------
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// cameraControl 用于控制Agent视角转动
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public void cameraControl(float Mouse_X, float Mouse_Y)
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public void CameraControl(float Mouse_X, float Mouse_Y)
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{
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//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
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//Debug.Log(Input.GetAxis("Mouse X"));
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@@ -224,7 +227,6 @@ public class AgentWithGun : Agent
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//limit UP DOWN between -90 -> 90
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yRotation = Mathf.Clamp(yRotation, -90f, 90f);
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//相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
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transform.Rotate(Vector3.up * Mouse_X);
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//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
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@@ -240,14 +242,14 @@ public class AgentWithGun : Agent
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}
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// GotKill 获得击杀时用于被呼出
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public void killRecord(Vector3 thiskillEnemyPosition)
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public void KillRecord(Vector3 thiskillEnemyPosition)
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{
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enemyKillCount += 1;
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killEnemyPosition = thiskillEnemyPosition;
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}
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// check gun is ready to shoot
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bool gunReady()
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private bool GunReady()
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{
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if ((Time.time - lastShootTime) >= fireRate)
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{
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@@ -260,7 +262,7 @@ public class AgentWithGun : Agent
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}
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// ballistic 射击弹道处理,并返回获得reward
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float ballistic()
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private float Ballistic()
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{
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Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
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Ray ray = thisCam.ScreenPointToRay(point);
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@@ -269,7 +271,6 @@ public class AgentWithGun : Agent
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//按下鼠标左键
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if (shoot != 0 && gunReadyToggle == true)
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{
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lastShootTime = Time.time;
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if (Physics.Raycast(ray, out hit, 100))
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{
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@@ -277,9 +278,9 @@ public class AgentWithGun : Agent
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{
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// kill enemy
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GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
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gotHitObj.GetComponent<states>().ReactToHit(Damage, gameObject);
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gotHitObj.GetComponent<States>().ReactToHit(damage, gameObject);
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shoot = 0;
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return targetCon.hitEnemyReward(gotHitObj.transform.position);
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return targetCon.HitEnemyReward(gotHitObj.transform.position);
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}
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}
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if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
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@@ -314,7 +315,7 @@ public class AgentWithGun : Agent
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}
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}
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float facingReward()
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private float FacingReward()
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{
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float thisReward = 0;
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bool isFacingtoEnemy = false;
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@@ -333,7 +334,8 @@ public class AgentWithGun : Agent
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isFacingtoEnemy = true;
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}
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}
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if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy) {
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if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy)
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{
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// have enemy in view
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List<float> projectionDis = new List<float>();
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foreach (GameObject thisEnemy in raySensors.inViewEnemies)
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@@ -349,7 +351,7 @@ public class AgentWithGun : Agent
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// Debug.DrawRay(thisEnemy.transform.position, verticalToRay, Color.magenta);
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}
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enemyFacingDistance = projectionDis.Min();
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if(enemyFacingDistance <= lastEnemyFacingDistance)
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if (enemyFacingDistance <= lastEnemyFacingDistance)
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{
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// closing to enemy
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thisReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
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@@ -365,14 +367,14 @@ public class AgentWithGun : Agent
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// Debug.Log("ninimum = " + thisReward);
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}
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}
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else if(targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
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else if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
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{
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// attack mode
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// Target to Agent distance
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float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
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// center of screen between target's distance
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float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position);
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if(targetDis <= raySensors.viewDistance)
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if (targetDis <= raySensors.viewDistance)
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{
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// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
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// while center of screen between target's distance is lower than firebasesAreaDiameter
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@@ -382,7 +384,8 @@ public class AgentWithGun : Agent
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// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
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thisReward = paramContainer.facingReward;
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}else
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}
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else
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{
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// while not facing to target
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thisReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward;
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@@ -396,7 +399,7 @@ public class AgentWithGun : Agent
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// ------------Reward--------------
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// rewardCalculate 计算本动作的Reward
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public float rewardCalculate(float sceneReward,float mouseX,float movement)
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public float RewardCalculate(float sceneReward, float mouseX, float movement)
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{
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float epreward = 0f;
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// 击杀reward判断
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@@ -405,7 +408,7 @@ public class AgentWithGun : Agent
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for (int i = 0; i < enemyKillCount; i++)
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{
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// get
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epreward += targetCon.killReward(killEnemyPosition);
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epreward += targetCon.KillReward(killEnemyPosition);
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}
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enemyKillCount = 0;
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}
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@@ -414,9 +417,9 @@ public class AgentWithGun : Agent
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enemyKillCount = 0;
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}
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// 射击动作reward判断
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epreward += ballistic() + sceneReward;
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epreward += Ballistic() + sceneReward;
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// facing reward
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epreward += facingReward();
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epreward += FacingReward();
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// Penalty
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// spin penalty
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spinRecord.Add(mouseX);
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@@ -425,7 +428,7 @@ public class AgentWithGun : Agent
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spinRecord.RemoveAt(0);
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}
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float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty);
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if(spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
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if (spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
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{
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epreward -= spinPenaltyReward;
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}
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@@ -441,7 +444,6 @@ public class AgentWithGun : Agent
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return epreward;
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}
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// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
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// env开始执行初始化
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public override void OnEpisodeBegin()
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@@ -452,26 +454,27 @@ public class AgentWithGun : Agent
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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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paramContainer.resetTimeBonusReward();
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paramContainer.ResetTimeBonusReward();
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//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
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if (gamemode == 0)
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{
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// train mode
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targetCon.rollNewScene();
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targetCon.RollNewScene();
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}
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else
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{
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// play mode
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targetCon.playInitialize();
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targetCon.PlayInitialize();
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}
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// give default Reward to Reward value will be used.
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if (hudController.chartOn)
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{
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EnvUICon.initChart();
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envUICon.InitChart();
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}
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raySensors.updateRayInfo(); // update raycast
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raySensors.UpdateRayInfo(); // update raycast
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}
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// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
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// 观察情报
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public override void CollectObservations(VectorSensor sensor)
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@@ -491,8 +494,8 @@ public class AgentWithGun : Agent
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rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
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targetStates = targetCon.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter
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remainTime = targetCon.leftTime;
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inAreaState = targetCon.getInAreaState();
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gunReadyToggle = gunReady();
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inAreaState = targetCon.GetInAreaState();
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gunReadyToggle = GunReady();
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//float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
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//sensor.AddObservation(allEnemyNum); // 敌人数量 int
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@@ -510,7 +513,7 @@ public class AgentWithGun : Agent
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sensor.AddObservation(rayTagResult);
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}
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sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
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EnvUICon.updateStateText(targetStates, inAreaState, remainTime, gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
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envUICon.UpdateStateText(targetStates, inAreaState, remainTime, gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
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/*foreach(float aaa in rayDisResult)
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{
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Debug.Log(aaa);
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@@ -535,22 +538,22 @@ public class AgentWithGun : Agent
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//应用输入
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shoot = mouseShoot;
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cameraControl(Mouse_X, 0);
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moveAgent(vertical, horizontal);
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raySensors.updateRayInfo(); // update raycast
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CameraControl(Mouse_X, 0);
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MoveAgent(vertical, horizontal);
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raySensors.UpdateRayInfo(); // update raycast
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//判断结束
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float sceneReward = 0f;
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float endReward = 0f;
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(finishedState, sceneReward, endReward) = targetCon.checkOverAndRewards();
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float thisRoundReward = rewardCalculate(sceneReward+ endReward,Mouse_X,Math.Abs(vertical)+Math.Abs(horizontal));
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(finishedState, sceneReward, endReward) = targetCon.CheckOverAndRewards();
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float thisRoundReward = RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal));
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if (hudController.chartOn)
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{
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EnvUICon.updateChart(thisRoundReward);
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envUICon.UpdateChart(thisRoundReward);
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}
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else
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{
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EnvUICon.removeChart();
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envUICon.RemoveChart();
|
||||
}
|
||||
//Debug.Log("reward = " + thisRoundReward);
|
||||
if (finishedState != (int)TargetController.EndType.Running)
|
||||
@@ -562,11 +565,13 @@ public class AgentWithGun : Agent
|
||||
switch (finishedState)
|
||||
{
|
||||
case (int)TargetController.EndType.Win:
|
||||
Debug.LogWarning("Result|"+targetString+"|Win");
|
||||
Debug.LogWarning("Result|" + targetString + "|Win");
|
||||
break;
|
||||
|
||||
case (int)TargetController.EndType.Lose:
|
||||
Debug.LogWarning("Result|"+targetString+"|Lose");
|
||||
Debug.LogWarning("Result|" + targetString + "|Lose");
|
||||
break;
|
||||
|
||||
default:
|
||||
Debug.LogWarning("TypeError");
|
||||
break;
|
||||
@@ -645,6 +650,5 @@ public class AgentWithGun : Agent
|
||||
//continuousActions[1] = Mouse_Y;
|
||||
//continuousActions[2] = timeLimit;
|
||||
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unity.MLAgents;
|
||||
using Unity.MLAgents.SideChannels;
|
||||
using UnityEngine;
|
||||
|
||||
public class AimBotSideChennelController : MonoBehaviour
|
||||
{
|
||||
@@ -20,7 +18,6 @@ public class AimBotSideChennelController : MonoBehaviour
|
||||
SideChannelManager.RegisterSideChannel(aimbotSideChannel);
|
||||
}
|
||||
|
||||
|
||||
// Side Channel
|
||||
public void OnDestroy()
|
||||
{
|
||||
@@ -31,4 +28,4 @@ public class AimBotSideChennelController : MonoBehaviour
|
||||
SideChannelManager.UnregisterSideChannel(aimbotSideChannel);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unity.MLAgents;
|
||||
using Unity.MLAgents.SideChannels;
|
||||
using System;
|
||||
using Unity.MLAgents.SideChannels;
|
||||
using UnityEngine;
|
||||
|
||||
public class AimbotSideChannel : SideChannel
|
||||
{
|
||||
@@ -11,6 +8,7 @@ public class AimbotSideChannel : SideChannel
|
||||
{
|
||||
ChannelId = new Guid("8bbfb62a-99b4-457c-879d-b78b69066b5e");
|
||||
}
|
||||
|
||||
protected override void OnMessageReceived(IncomingMessage msg)
|
||||
{
|
||||
var receivedString = msg.ReadString();
|
||||
@@ -30,7 +28,7 @@ public class AimbotSideChannel : SideChannel
|
||||
}
|
||||
if (type == LogType.Error)
|
||||
{
|
||||
var stringToSend = "Error|"+logString;
|
||||
var stringToSend = "Error|" + logString;
|
||||
using (var msgOut = new OutgoingMessage())
|
||||
{
|
||||
msgOut.WriteString(stringToSend);
|
||||
@@ -38,4 +36,4 @@ public class AimbotSideChannel : SideChannel
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemy : MonoBehaviour
|
||||
{
|
||||
@@ -22,12 +19,12 @@ public class Enemy : MonoBehaviour
|
||||
/// <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>
|
||||
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
//detactDeath();
|
||||
//flag = IsInRange(angle, radius, transform, b);
|
||||
@@ -43,6 +40,7 @@ public class Enemy : MonoBehaviour
|
||||
float offsetAngle = Mathf.Acos(dot) * Mathf.Rad2Deg;
|
||||
return offsetAngle < sectorAngle * .5f && direction.magnitude < sectorRadius;
|
||||
}
|
||||
|
||||
/*
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
@@ -81,4 +79,4 @@ public class Enemy : MonoBehaviour
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
@@ -1,35 +1,32 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyContainer : MonoBehaviour
|
||||
{
|
||||
public GameObject enemyPrefab;
|
||||
public GameObject EnvironmentObj;
|
||||
public GameObject TargetControllerObj;
|
||||
public GameObject environmentObj;
|
||||
public GameObject targetControllerObj;
|
||||
|
||||
private TargetController targetCon;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
targetCon = TargetControllerObj.GetComponent<TargetController>();
|
||||
targetCon = targetControllerObj.GetComponent<TargetController>();
|
||||
}
|
||||
|
||||
|
||||
// initialize enemy by random
|
||||
public void randomInitEnemys(int EnemyNum)
|
||||
public void RandomInitEnemys(int EnemyNum)
|
||||
{
|
||||
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));
|
||||
InitEnemyAtHere(new Vector3(randX, enemyY, randZ));
|
||||
}
|
||||
}
|
||||
|
||||
// initialize enemy by random but not in block area
|
||||
public void randomInitEnemysExcept(int enemyNum,Vector3 blockPosition,float sceneSize)
|
||||
public void RandomInitEnemysExcept(int enemyNum, Vector3 blockPosition, float sceneSize)
|
||||
{
|
||||
float randX = 0f;
|
||||
float randZ = 0f;
|
||||
@@ -37,7 +34,7 @@ public class EnemyContainer : MonoBehaviour
|
||||
{
|
||||
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 (Vector3.Distance(blockPosition, new Vector3(randX, 0f, randZ)) < sceneSize / 2)
|
||||
{
|
||||
// while in scene area then respawn
|
||||
Debug.Log("spawn enemy in area, re:roll");
|
||||
@@ -46,22 +43,22 @@ public class EnemyContainer : MonoBehaviour
|
||||
}
|
||||
|
||||
int enemyY = 1;
|
||||
initEnemyAtHere(new Vector3(randX, enemyY, randZ));
|
||||
InitEnemyAtHere(new Vector3(randX, enemyY, randZ));
|
||||
}
|
||||
}
|
||||
|
||||
// initialize enemy to thisPosition
|
||||
public void initEnemyAtHere(Vector3 thisPosition)
|
||||
public void InitEnemyAtHere(Vector3 thisPosition)
|
||||
{
|
||||
Instantiate(enemyPrefab, thisPosition + EnvironmentObj.transform.position, Quaternion.identity, this.transform);
|
||||
Instantiate(enemyPrefab, thisPosition + environmentObj.transform.position, Quaternion.identity, this.transform);
|
||||
}
|
||||
|
||||
// destroyEnemy delete enemyContainer's all enemy
|
||||
public void destroyAllEnemys()
|
||||
public void DestroyAllEnemys()
|
||||
{
|
||||
foreach (Transform childObj in this.transform)
|
||||
{
|
||||
childObj.GetComponent<states>().destroyMe();
|
||||
childObj.GetComponent<States>().DestroyMe();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
@@ -9,9 +7,9 @@ using XCharts.Runtime;
|
||||
|
||||
public class EnvironmentUIControl : MonoBehaviour
|
||||
{
|
||||
public GameObject TargetControllerObj;
|
||||
public GameObject ParameterContainerObj;
|
||||
public GameObject GroundCanvasObj;
|
||||
public GameObject targetControllerObj;
|
||||
public GameObject parameterContainerObj;
|
||||
public GameObject groundCanvasObj;
|
||||
public GameObject chartObj;
|
||||
public GameObject HUDObj;
|
||||
public TextMeshProUGUI remainTimeText;
|
||||
@@ -32,16 +30,16 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
private bool resultActive = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
targetController = TargetControllerObj.GetComponent<TargetController>();
|
||||
paramContainer = ParameterContainerObj.GetComponent<ParameterContainer>();
|
||||
targetController = targetControllerObj.GetComponent<TargetController>();
|
||||
paramContainer = parameterContainerObj.GetComponent<ParameterContainer>();
|
||||
gaugeImg = gaugeImgObj.GetComponent<Image>();
|
||||
hudController = HUDObj.GetComponent<HUDController>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
// int remainTime = Convert.ToInt32(targetController.startTime + paramContainer.timeLimit - Time.time);
|
||||
remainTimeText.text = "RemainTime:" + Convert.ToInt32(targetController.leftTime).ToString();
|
||||
@@ -55,22 +53,23 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
resultActive = false;
|
||||
}
|
||||
}
|
||||
public void updateChart(float reward)
|
||||
|
||||
public void UpdateChart(float reward)
|
||||
{
|
||||
if (hudController.chartOn && realTimeRewardChart == null)
|
||||
{
|
||||
initChart();
|
||||
InitChart();
|
||||
}
|
||||
step += 1;
|
||||
realTimeRewardChart.AddXAxisData(Convert.ToString(step));
|
||||
realTimeRewardChart.AddData(0, reward);
|
||||
}
|
||||
|
||||
public void initChart()
|
||||
public void InitChart()
|
||||
{
|
||||
if (hudController.chartOn && realTimeRewardChart == null)
|
||||
{
|
||||
Vector3 chartPos = new Vector3(-210f, 90f, 0f) * GroundCanvasObj.transform.localScale.x;
|
||||
Vector3 chartPos = new Vector3(-210f, 90f, 0f) * groundCanvasObj.transform.localScale.x;
|
||||
realTimeRewardChart = chartObj.AddComponent<LineChart>();
|
||||
realTimeRewardChart.Init();
|
||||
}
|
||||
@@ -78,15 +77,14 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
realTimeRewardChart.AddSerie<Line>("Rewards");
|
||||
}
|
||||
|
||||
public void removeChart()
|
||||
public void RemoveChart()
|
||||
{
|
||||
|
||||
GameObject.Destroy(realTimeRewardChart);
|
||||
realTimeRewardChart = null;
|
||||
}
|
||||
|
||||
// show result in UI
|
||||
public void showResult(int resultState)
|
||||
public void ShowResult(int resultState)
|
||||
{
|
||||
switch (resultState)
|
||||
{
|
||||
@@ -98,6 +96,7 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
overTime = Time.time;
|
||||
resultActive = true;
|
||||
break;
|
||||
|
||||
case (int)TargetController.EndType.Lose:
|
||||
//lose
|
||||
Debug.Log("lose");
|
||||
@@ -106,13 +105,14 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
overTime = Time.time;
|
||||
resultActive = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// update firebases target state gauge
|
||||
public void updateTargetGauge(float firebasesBelong, float belongMaxPoint)
|
||||
public void UpdateTargetGauge(float firebasesBelong, float belongMaxPoint)
|
||||
{
|
||||
if (firebasesBelong >= 0)
|
||||
{
|
||||
@@ -129,8 +129,9 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
gaugeImg.fillAmount = -firebasesBelong / belongMaxPoint;
|
||||
}
|
||||
}
|
||||
|
||||
// update targetType text
|
||||
public void updateTargetType(int targetInt)
|
||||
public void UpdateTargetType(int targetInt)
|
||||
{
|
||||
switch (targetInt)
|
||||
{
|
||||
@@ -138,22 +139,27 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
targetTypeText.text = "GOTO";
|
||||
targetTypeText.color = Color.blue;
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Attack:
|
||||
targetTypeText.text = "Attack!";
|
||||
targetTypeText.color = Color.red;
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Defence:
|
||||
targetTypeText.text = "Defence";
|
||||
targetTypeText.color = Color.green;
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Free:
|
||||
targetTypeText.text = "Free";
|
||||
targetTypeText.color = Color.yellow;
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Stay:
|
||||
targetTypeText.text = "Stay";
|
||||
targetTypeText.color = Color.white;
|
||||
break;
|
||||
|
||||
default:
|
||||
targetTypeText.text = "TYPE ERROR";
|
||||
targetTypeText.color = Color.red;
|
||||
@@ -171,7 +177,7 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
// targetState[5] = blockCont.thisBlock.belongRatio;
|
||||
// float[] myObserve = { transform.localPosition.x/raySensors.viewDistance, transform.localPosition.y / raySensors.viewDistance, transform.localPosition.z / raySensors.viewDistance, transform.eulerAngles.y/360f }
|
||||
// ??????????string??"targetType: 1.0 \r\n targetX: 2.0 \r\n"
|
||||
public void updateStateText(float[] targetStates,float inAreaState,float remainTime, bool gunReadyToggle, float[] myObserve, float[] rayTagResultOnehot, float[] rayDisResult)
|
||||
public void UpdateStateText(float[] targetStates, float inAreaState, float remainTime, bool gunReadyToggle, float[] myObserve, float[] rayTagResultOnehot, float[] rayDisResult)
|
||||
{
|
||||
stateBuilder.Clear();
|
||||
|
||||
@@ -195,4 +201,4 @@ public class EnvironmentUIControl : MonoBehaviour
|
||||
|
||||
stateText.text = stateBuilder.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,35 +1,32 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class HPBar : MonoBehaviour
|
||||
{
|
||||
GameObject thisObj;
|
||||
GameObject BGOBJ;
|
||||
GameObject gaugeImgOBJ;
|
||||
private GameObject thisObj;
|
||||
private GameObject backgroundObj;
|
||||
private GameObject gaugeImgOBJ;
|
||||
|
||||
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
thisObj = transform.parent.gameObject;
|
||||
BGOBJ = transform.GetChild(0).gameObject;
|
||||
gaugeImgOBJ = BGOBJ.transform.GetChild(0).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);
|
||||
}
|
||||
|
||||
void Update()
|
||||
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();
|
||||
float maxHP = thisObj.GetComponent<States>().maxHP;
|
||||
float nowHP = thisObj.GetComponent<States>().GetnowHP();
|
||||
gaugeImgOBJ.GetComponent<Image>().fillAmount = nowHP / maxHP;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@@ -12,7 +10,7 @@ public class HUDController : MonoBehaviour
|
||||
public TMP_InputField chartOnTimeOutInputObj;
|
||||
public TMP_InputField enemyNumInputObj;
|
||||
public float chartOnTimeOut = 1;
|
||||
public int enemyNum= 3;
|
||||
public int enemyNum = 3;
|
||||
public float chartOnTimeOutDefault = 120f;
|
||||
private float chatOntimeStart = 0;
|
||||
|
||||
@@ -20,7 +18,7 @@ public class HUDController : MonoBehaviour
|
||||
{
|
||||
if (chartOn)
|
||||
{
|
||||
if (Time.time - chatOntimeStart >= chartOnTimeOut )
|
||||
if (Time.time - chatOntimeStart >= chartOnTimeOut)
|
||||
{
|
||||
chartOn = false;
|
||||
chartOnToggleObj.isOn = false;
|
||||
@@ -28,13 +26,13 @@ public class HUDController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void onChartOnToggleChange()
|
||||
public void OnChartOnToggleChange()
|
||||
{
|
||||
chatOntimeStart = Time.time;
|
||||
chartOn = chartOnToggleObj.isOn;
|
||||
}
|
||||
|
||||
public void onEnemyNumTextChange()
|
||||
public void OnEnemyNumTextChange()
|
||||
{
|
||||
try
|
||||
{
|
||||
@@ -46,7 +44,7 @@ public class HUDController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void onChartTimeOutTextChange()
|
||||
public void OnChartTimeOutTextChange()
|
||||
{
|
||||
try
|
||||
{
|
||||
@@ -57,4 +55,4 @@ public class HUDController : MonoBehaviour
|
||||
chartOnTimeOut = chartOnTimeOutDefault;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,15 +1,13 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
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)
|
||||
|
||||
public void Initialize(List<string> inputTags)
|
||||
{
|
||||
tags = inputTags;
|
||||
totalNum = tags.Count;
|
||||
@@ -21,7 +19,8 @@ public class Onehot
|
||||
onehot.Add(thisOnehot);
|
||||
}
|
||||
}
|
||||
public List<float> encoder(string name = null)
|
||||
|
||||
public List<float> Encoder(string name = null)
|
||||
{
|
||||
if (name == null)
|
||||
{
|
||||
@@ -34,7 +33,8 @@ public class Onehot
|
||||
try
|
||||
{
|
||||
return onehot[tags.IndexOf(name)];
|
||||
}catch(ArgumentOutOfRangeException)
|
||||
}
|
||||
catch (ArgumentOutOfRangeException)
|
||||
{
|
||||
List<float> allZeroOnehot = new List<float>();
|
||||
for (int j = 0; j < totalNum; j++) allZeroOnehot.Add(0);
|
||||
@@ -43,8 +43,8 @@ public class Onehot
|
||||
}
|
||||
}
|
||||
|
||||
public string decoder(List<float> thisOnehot)
|
||||
public string Decoder(List<float> thisOnehot)
|
||||
{
|
||||
return tags[onehot.IndexOf(thisOnehot)];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,3 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ParameterContainer : MonoBehaviour
|
||||
@@ -12,10 +10,10 @@ public class ParameterContainer : MonoBehaviour
|
||||
private float agentDistance;
|
||||
private int agentInArea;
|
||||
|
||||
|
||||
[Header("Env")]
|
||||
public bool lockMouse = false;
|
||||
public float Damage = 50; // damage to enemy
|
||||
|
||||
public float damage = 50; // damage to enemy
|
||||
public float fireRate = 0.5f;
|
||||
public int timeLimit = 30;
|
||||
public bool lockCameraX = false;
|
||||
@@ -25,80 +23,106 @@ public class ParameterContainer : MonoBehaviour
|
||||
public float spinPenaltyThreshold = 50;
|
||||
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 = 60.0f;
|
||||
|
||||
//[Tooltip("Enemy down reward")]
|
||||
//public float killRewardDefault = 60.0f;
|
||||
[Tooltip("Enemy down in area Reward")]
|
||||
public float killTargetEnemyRewardDefault = 100.0f;
|
||||
|
||||
[Tooltip("stay in firebasesArea reward")]
|
||||
public float inAreaRewardDefault = 10.0f;
|
||||
|
||||
[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 = 3.0f;
|
||||
|
||||
[Tooltip("in area left time bonus reward. ALLR + leftTime * r")]
|
||||
public float areaTimeBonusPerSec = 1.0f;
|
||||
|
||||
[Tooltip("distance reward reward = r*(1-(nowDis/startDis))")]
|
||||
public float distanceReward = 20.0f;
|
||||
|
||||
[Tooltip("facing to Target distance reward reward = r*(1-(nowDis/startDis))")]
|
||||
public float facingTargetReward = 20.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("Goto Win reward")]
|
||||
public float goWinRewardDefault = 100.0f;
|
||||
|
||||
[Tooltip("Attack Win reward")]
|
||||
public float attackWinRewardDefault = 100.0f;
|
||||
|
||||
[Tooltip("Defence Win reward")]
|
||||
public float defenceWinRewardDefault = 100.0f;
|
||||
|
||||
[Tooltip("free Win reward")]
|
||||
public float freeWinRewardDefault = 100.0f;
|
||||
|
||||
[Header("Static Rewards")]
|
||||
[Tooltip("Nothing happened reward")]
|
||||
public float nonReward = -0.05f;
|
||||
|
||||
[Tooltip("Episode Lose reward")]
|
||||
public float loseReward = -0.05f;
|
||||
|
||||
[Tooltip("Agent Do shoot action reward")]
|
||||
public float shootReward = -0.1f;
|
||||
|
||||
[Tooltip("Hit Not target Enemy reward")]
|
||||
public float hitReward = 30.0f;
|
||||
|
||||
[Tooltip("Not Target Enemy down reward")]
|
||||
public float killReward = 40.0f;
|
||||
|
||||
[Tooltip("Agent Do shoot action but gun is not read")]
|
||||
public float shootWithoutReadyReward = -0.15f;
|
||||
|
||||
[Tooltip("Kill bonus reward stack to nothing happend reward")]
|
||||
public float killBonusReward = 0.0f;
|
||||
|
||||
[Tooltip("Facing to enemy's reward")]
|
||||
public float facingReward = 2.0f;
|
||||
|
||||
[Tooltip("Shoot at target area but didn't hit enemy")]
|
||||
public float shootTargetAreaReward = 5.0f;
|
||||
|
||||
[Header("Penalty Rewards")]
|
||||
[Tooltip("move Penalty Reward")]
|
||||
public float movePenalty = 0f;
|
||||
|
||||
[Tooltip("spiiiiiiin Panalty Reward")]
|
||||
public float spinPenalty = 0f;
|
||||
|
||||
[Tooltip("while move mouse a little bit's penalty")]
|
||||
public float mousePenalty = 0f;
|
||||
|
||||
[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 = 1.0f;
|
||||
|
||||
[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;
|
||||
|
||||
@@ -122,7 +146,7 @@ public class ParameterContainer : MonoBehaviour
|
||||
// get target distance and in area
|
||||
if (targetCon.targetTypeInt is (int)SceneBlockContainer.Targets.Go or (int)SceneBlockContainer.Targets.Attack)
|
||||
{
|
||||
(agentDistance, agentInArea) = blockCont.getAgentTargetDistanceAndInside(agentObj.transform.position);
|
||||
(agentDistance, agentInArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
|
||||
// attack goto or defence target
|
||||
if (agentInArea == 1)
|
||||
{
|
||||
@@ -153,10 +177,10 @@ public class ParameterContainer : MonoBehaviour
|
||||
freeWinReward = freeWinRewardDefault;
|
||||
}
|
||||
|
||||
public void resetTimeBonusReward()
|
||||
public void ResetTimeBonusReward()
|
||||
{
|
||||
areaTimeBonus = areaTimeBonusPerSec * timeLimit;
|
||||
freeTimeBonus = freeTimeBonusPerSec * timeLimit;
|
||||
targetInAreaTime = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,9 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
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;
|
||||
@@ -16,32 +13,35 @@ public class RaySensors : MonoBehaviour
|
||||
public GameObject agentCanvas;
|
||||
|
||||
[SerializeField, Range(0, 500)] public float viewDistance = 100; // how long the ray can detect
|
||||
|
||||
//[SerializeField, Range(0, 1)] public float totalRange = 1f; // Total view range Max = 1
|
||||
[SerializeField, Range(0, 1)] public float focusRange = 0.15f; // center focus range
|
||||
|
||||
public int halfOuterRayNum = 3; // >=2
|
||||
public int focusRayNum = 5; // >= 1 and must be odd num!
|
||||
|
||||
[Header("InGameLineSetting")]
|
||||
public bool showInGameRay = true;
|
||||
|
||||
public bool showDebugRay = true;
|
||||
public bool showInGameRayInfo = true;
|
||||
public float lineWidth = 0.05f;
|
||||
|
||||
[Header("RayCastResult")]
|
||||
public float[] rayTagResult;
|
||||
|
||||
public List<float> rayTagResultOneHot;
|
||||
public float[] rayDisResult;
|
||||
|
||||
[System.NonSerialized] public int totalRayNum;
|
||||
private string myTag = "";
|
||||
GameObject[] linesOBJ;
|
||||
GameObject[] rayInfoOBJ;
|
||||
LineRenderer[] lineRenderers;
|
||||
rayInfoUI[] rayInfoUIs;
|
||||
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 List<string> tags = new List<string> { "Wall", "Enemy" };
|
||||
private Onehot oneHotTags = new Onehot();
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
@@ -52,8 +52,8 @@ public class RaySensors : MonoBehaviour
|
||||
linesOBJ = new GameObject[totalRayNum];
|
||||
lineRenderers = new LineRenderer[totalRayNum];
|
||||
rayInfoOBJ = new GameObject[totalRayNum];
|
||||
rayInfoUIs = new rayInfoUI[totalRayNum];
|
||||
oneHotTags.initialize(tags);
|
||||
rayInfoUIs = new RayInfoUI[totalRayNum];
|
||||
oneHotTags.Initialize(tags);
|
||||
for (int i = 0; i < totalRayNum; i++)
|
||||
{
|
||||
linesOBJ[i] = new GameObject();
|
||||
@@ -64,20 +64,21 @@ public class RaySensors : MonoBehaviour
|
||||
lineRenderers[i].material = lineMeterial;
|
||||
|
||||
rayInfoOBJ[i] = (GameObject)Instantiate(rayInfoPrefab);
|
||||
rayInfoOBJ[i].transform.SetParent(agentCanvas.transform,false);
|
||||
rayInfoOBJ[i].transform.SetParent(agentCanvas.transform, false);
|
||||
rayInfoOBJ[i].name = "rayInfo-" + Convert.ToString(i);
|
||||
rayInfoUIs[i] = rayInfoOBJ[i].GetComponent<rayInfoUI>();
|
||||
rayInfoUIs[i] = rayInfoOBJ[i].GetComponent<RayInfoUI>();
|
||||
}
|
||||
}
|
||||
|
||||
public int tagToInt(string tag)
|
||||
public int TagToInt(string tag)
|
||||
{
|
||||
switch (tag)
|
||||
{
|
||||
case "Wall":
|
||||
return 1;
|
||||
|
||||
default:
|
||||
if(tag != myTag)
|
||||
if (tag != myTag)
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
@@ -85,7 +86,7 @@ public class RaySensors : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void singleRaycastUpdate(Ray ray,LineRenderer thisLineRenderer,rayInfoUI thisRayInfoUI, out float rayTagResult, out float rayDisResult)
|
||||
private void SingleRaycastUpdate(Ray ray, LineRenderer thisLineRenderer, RayInfoUI thisRayInfoUI, out float rayTagResult, out float rayDisResult)
|
||||
{
|
||||
// get Raycast hit infomation and return Tag and distance
|
||||
RaycastHit thisHit;
|
||||
@@ -96,8 +97,8 @@ public class RaySensors : MonoBehaviour
|
||||
if (Physics.Raycast(ray, out thisHit, viewDistance)) // 若在viewDistance范围内有碰撞
|
||||
{
|
||||
rayInfoText = thisHit.collider.tag;
|
||||
rayTagResult = tagToInt(rayInfoText);
|
||||
rayTagResultOneHot.AddRange(oneHotTags.encoder(rayInfoText));
|
||||
rayTagResult = TagToInt(rayInfoText);
|
||||
rayTagResultOneHot.AddRange(oneHotTags.Encoder(rayInfoText));
|
||||
rayDisResult = thisHit.distance;
|
||||
lineLength = rayDisResult;
|
||||
rayInfoText += "\n" + Convert.ToString(rayDisResult);
|
||||
@@ -108,13 +109,16 @@ public class RaySensors : MonoBehaviour
|
||||
case 1:// Wall
|
||||
rayColor = Color.white;
|
||||
break;
|
||||
|
||||
case 2: // Enemy
|
||||
rayColor = Color.red;
|
||||
inViewEnemies.Add(thisHit.transform.gameObject);
|
||||
break;
|
||||
|
||||
case -1: // Hit Nothing
|
||||
rayColor = Color.gray;
|
||||
break;
|
||||
|
||||
default: // default,got wrong
|
||||
rayColor = Color.cyan;
|
||||
break;
|
||||
@@ -122,7 +126,7 @@ public class RaySensors : MonoBehaviour
|
||||
}
|
||||
else // 若在viewDistance范围无碰撞
|
||||
{
|
||||
rayTagResultOneHot.AddRange(oneHotTags.encoder());
|
||||
rayTagResultOneHot.AddRange(oneHotTags.Encoder());
|
||||
rayTagResult = -1f;
|
||||
rayDisResult = -1f;
|
||||
//输出log
|
||||
@@ -132,14 +136,14 @@ public class RaySensors : MonoBehaviour
|
||||
rayInfoPosition = ray.origin + (ray.direction * lineLength);
|
||||
if (showInGameRay)
|
||||
{
|
||||
drawLine(ray, lineLength, thisLineRenderer, rayColor);
|
||||
DrawLine(ray, lineLength, thisLineRenderer, rayColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
turnOffLine(thisLineRenderer, rayColor);
|
||||
TurnOffLine(thisLineRenderer, rayColor);
|
||||
}
|
||||
// drawRay in game
|
||||
if (showInGameRayInfo) thisRayInfoUI.updateInfo(rayInfoText, rayInfoPosition, rayColor,TPSCam);
|
||||
if (showInGameRayInfo) thisRayInfoUI.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);
|
||||
@@ -147,7 +151,7 @@ public class RaySensors : MonoBehaviour
|
||||
// Debug.Log(tagToInt(thisHit.collider.tag));
|
||||
}
|
||||
|
||||
private void drawLine(Ray ray,float lineLength, LineRenderer thisLineRenderer, Color lineColor)
|
||||
private void DrawLine(Ray ray, float lineLength, LineRenderer thisLineRenderer, Color lineColor)
|
||||
{
|
||||
thisLineRenderer.startColor = lineColor;
|
||||
thisLineRenderer.endColor = lineColor;
|
||||
@@ -157,7 +161,7 @@ public class RaySensors : MonoBehaviour
|
||||
thisLineRenderer.SetPosition(1, ray.origin + (ray.direction * lineLength));
|
||||
}
|
||||
|
||||
private void turnOffLine(LineRenderer thisLineRenderer, Color lineColor)
|
||||
private void TurnOffLine(LineRenderer thisLineRenderer, Color lineColor)
|
||||
{
|
||||
thisLineRenderer.startColor = lineColor;
|
||||
thisLineRenderer.endColor = lineColor;
|
||||
@@ -167,7 +171,7 @@ public class RaySensors : MonoBehaviour
|
||||
thisLineRenderer.SetPosition(1, new Vector3(0, 0, 0));
|
||||
}
|
||||
|
||||
public void updateRayInfo()
|
||||
public void UpdateRayInfo()
|
||||
{
|
||||
float focusLEdge = agentCam.pixelWidth * (1 - focusRange) / 2;
|
||||
float focusREdge = agentCam.pixelWidth * (1 + focusRange) / 2;
|
||||
@@ -178,19 +182,19 @@ public class RaySensors : MonoBehaviour
|
||||
{
|
||||
Vector3 point = new Vector3(i * focusLEdge / (halfOuterRayNum - 1), thisCamPixelHeight / 2, 0);
|
||||
Ray thisRay = agentCam.ScreenPointToRay(point);
|
||||
singleRaycastUpdate(thisRay,lineRenderers[i], rayInfoUIs[i] , out rayTagResult[i], out rayDisResult[i]);
|
||||
SingleRaycastUpdate(thisRay, lineRenderers[i], rayInfoUIs[i], out rayTagResult[i], out rayDisResult[i]);
|
||||
}
|
||||
for (int i = 0; i < halfOuterRayNum; i++) // create right outside rays; focusRightEdge ~ MaxPixelHeight
|
||||
{
|
||||
Vector3 point = new Vector3(focusREdge + (i * focusLEdge / (halfOuterRayNum - 1)), thisCamPixelHeight / 2, 0);
|
||||
Ray thisRay = agentCam.ScreenPointToRay(point);
|
||||
singleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum + i], rayInfoUIs[halfOuterRayNum + i], out rayTagResult[halfOuterRayNum + i], out rayDisResult[halfOuterRayNum + i]);
|
||||
SingleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum + i], rayInfoUIs[halfOuterRayNum + i], out rayTagResult[halfOuterRayNum + i], out rayDisResult[halfOuterRayNum + i]);
|
||||
}
|
||||
for (int i = 0; i < focusRayNum; i++) // create center focus rays; focusLeftEdge ~ focusLeftEdge
|
||||
{
|
||||
Vector3 point = new Vector3(focusLEdge + ((i + 1) * (focusREdge - focusLEdge) / (focusRayNum + 1)), thisCamPixelHeight / 2, 0);
|
||||
Ray thisRay = agentCam.ScreenPointToRay(point);
|
||||
singleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum*2 + i], out rayDisResult[halfOuterRayNum*2 + i]);
|
||||
SingleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum * 2 + i], out rayDisResult[halfOuterRayNum * 2 + i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneBlock : MonoBehaviour
|
||||
{
|
||||
public GameObject FirebasesAreaObj;
|
||||
public GameObject EnemyContainerObj;
|
||||
public GameObject firebasesAreaObj;
|
||||
public GameObject enemyContainerObj;
|
||||
public float group1InareaNum = 0;
|
||||
public float group2InareaNum = 0;
|
||||
public float belongRatio = 0;
|
||||
@@ -15,12 +13,15 @@ public class SceneBlock : MonoBehaviour
|
||||
public float firebasesAreaScale;
|
||||
public float firebasesAreaDiameter;
|
||||
|
||||
public enum SceneType { Go, Attack, Defence }
|
||||
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
|
||||
@@ -29,15 +30,25 @@ public class SceneBlock : MonoBehaviour
|
||||
|
||||
private float addPointEachInterval; // add point in each interval
|
||||
private float intervalStart;
|
||||
private GameObject EnvironmentObj;
|
||||
private GameObject environmentObj;
|
||||
public GameObject[] group1Objs;
|
||||
public GameObject[] group2Objs;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
firebasesAreaPosition = transform.position + FirebasesAreaObj.transform.position;
|
||||
firebasesAreaScale = FirebasesAreaObj.transform.localScale.x;
|
||||
// if firebasesAreaObj is null, find sub object by name
|
||||
if (firebasesAreaObj == null)
|
||||
{
|
||||
firebasesAreaObj = transform.Find("FirebasesArea").gameObject;
|
||||
}
|
||||
// if enemyContainerObj is null, find them by name
|
||||
if (enemyContainerObj == null)
|
||||
{
|
||||
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);
|
||||
@@ -45,13 +56,13 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
if (Time.time - intervalStart >= addPointInterval)
|
||||
{
|
||||
// update belong ratio every addPointInterval scecond
|
||||
group1InareaNum = getInAreaNumber(group1Tag);
|
||||
group2InareaNum = getInAreaNumber(group2Tag);
|
||||
group1InareaNum = GetInAreaNumber(group1Tag);
|
||||
group2InareaNum = GetInAreaNumber(group2Tag);
|
||||
belongRatio = group1InareaNum - group2InareaNum;
|
||||
if (belongRatio > 0)
|
||||
{
|
||||
@@ -76,24 +87,24 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
|
||||
//Initialize this scene block should be excuted after enemy created
|
||||
public void initBlock(GameObject envObj)
|
||||
public void InitBlock(GameObject envObj)
|
||||
{
|
||||
//Buffer all Player or enemy obj int this environment to list
|
||||
EnvironmentObj = envObj;
|
||||
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)
|
||||
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)
|
||||
if (obj.transform.root.gameObject == envObj && !obj.GetComponent<States>().isDead)
|
||||
{
|
||||
group2ObjsList.Add(obj);
|
||||
}
|
||||
@@ -103,13 +114,13 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
|
||||
//check game over 0=notover 1=win
|
||||
public int checkOver()
|
||||
public int CheckOver()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
// get in area player number by tag
|
||||
public float getInAreaNumber(string thisTag)
|
||||
public float GetInAreaNumber(string thisTag)
|
||||
{
|
||||
float inAreaNum = 0;
|
||||
float dist = 0f;
|
||||
@@ -117,7 +128,7 @@ public class SceneBlock : MonoBehaviour
|
||||
int index = 0;
|
||||
if (thisTag == group1Tag)
|
||||
{
|
||||
foreach(GameObject obj in group1Objs)
|
||||
foreach (GameObject obj in group1Objs)
|
||||
{
|
||||
// if object is dead then delete it from list
|
||||
if (obj == null)
|
||||
@@ -129,7 +140,7 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
(dist, isInarea) = getDist_inArea(obj.transform.position);
|
||||
(dist, isInarea) = GetDistInArea(obj.transform.position);
|
||||
if (isInarea != 0f)
|
||||
{
|
||||
inAreaNum += 1;
|
||||
@@ -137,9 +148,10 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
index++;
|
||||
}
|
||||
}else if(thisTag == group2Tag)
|
||||
}
|
||||
else if (thisTag == group2Tag)
|
||||
{
|
||||
foreach(GameObject obj in group2Objs)
|
||||
foreach (GameObject obj in group2Objs)
|
||||
{
|
||||
// if object is dead then delete it from list
|
||||
if (obj == null)
|
||||
@@ -151,7 +163,7 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
(dist, isInarea) = getDist_inArea(obj.transform.position);
|
||||
(dist, isInarea) = GetDistInArea(obj.transform.position);
|
||||
if (isInarea != 0f)
|
||||
{
|
||||
inAreaNum += 1;
|
||||
@@ -168,10 +180,10 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
|
||||
// get this position and target's distance and is in firebase area
|
||||
public (float, int) getDist_inArea(Vector3 thisPosition)
|
||||
public (float, int) GetDistInArea(Vector3 thisPosition)
|
||||
{
|
||||
thisPosition.y = FirebasesAreaObj.transform.position.y;
|
||||
float dist = Vector3.Distance(thisPosition, FirebasesAreaObj.transform.position) - (firebasesAreaDiameter/2);
|
||||
thisPosition.y = firebasesAreaObj.transform.position.y;
|
||||
float dist = Vector3.Distance(thisPosition, firebasesAreaObj.transform.position) - (firebasesAreaDiameter / 2);
|
||||
int isinarea = 0;
|
||||
if (dist <= 0)
|
||||
{
|
||||
@@ -186,13 +198,13 @@ public class SceneBlock : MonoBehaviour
|
||||
}
|
||||
|
||||
//destroy this block
|
||||
public void destroyMe()
|
||||
public void DestroyMe()
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
foreach (Transform childObj in EnemyContainerObj.transform)
|
||||
foreach (Transform childObj in enemyContainerObj.transform)
|
||||
{
|
||||
childObj.GetComponent<states>().destroyMe();
|
||||
childObj.GetComponent<States>().DestroyMe();
|
||||
}
|
||||
isDestroyed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,12 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneBlockContainer : MonoBehaviour
|
||||
{
|
||||
public enum Targets { Free, Go, Attack, Defence, Stay, Num };// Num is use for get total target bumber
|
||||
public enum Targets
|
||||
{ Free, Go, Attack, Defence, Stay, Num };// Num is use for get total target bumber
|
||||
|
||||
public float sceneSize = 10f;
|
||||
public GameObject EnvironmentObj;
|
||||
public GameObject environmentObj;
|
||||
public GameObject[] attackBlockPrefabs = new GameObject[1];
|
||||
public GameObject[] goBlockPrefabs = new GameObject[1];
|
||||
public GameObject[] defencePrefabs = new GameObject[1];
|
||||
@@ -18,38 +17,41 @@ public class SceneBlockContainer : MonoBehaviour
|
||||
private void Start()
|
||||
{
|
||||
}
|
||||
|
||||
// create block random
|
||||
public void createNewBlock(Targets targetType, int blockType, Vector3 blockPosition,string tag1 = "Player", string tag2 = "Enemy")
|
||||
public void CreateNewBlock(Targets targetType, int blockType, Vector3 blockPosition, string tag1 = "Player", string tag2 = "Enemy")
|
||||
{
|
||||
// check if thisBlock is deleted
|
||||
if (thisBlockObj != null)
|
||||
{
|
||||
// delete thisBlock
|
||||
Debug.LogWarning("Block not clear!");
|
||||
destroyBlock();
|
||||
DestroyBlock();
|
||||
}
|
||||
// choose target type
|
||||
switch (targetType)
|
||||
{
|
||||
case Targets.Go:
|
||||
// goto
|
||||
thisBlockObj = Instantiate(goBlockPrefabs[blockType], blockPosition + EnvironmentObj.transform.position, Quaternion.identity, transform);
|
||||
thisBlockObj = Instantiate(goBlockPrefabs[blockType], blockPosition + environmentObj.transform.position, Quaternion.identity, transform);
|
||||
thisBlock = thisBlockObj.GetComponent<SceneBlock>();
|
||||
thisBlock.group1Tag = tag1;
|
||||
thisBlock.group2Tag = tag2;
|
||||
sceneSize = thisBlock.blockSize;
|
||||
break;
|
||||
|
||||
case Targets.Attack:
|
||||
// attack
|
||||
thisBlockObj = Instantiate(attackBlockPrefabs[blockType], blockPosition+ EnvironmentObj.transform.position, Quaternion.identity, transform);
|
||||
thisBlockObj = Instantiate(attackBlockPrefabs[blockType], blockPosition + environmentObj.transform.position, Quaternion.identity, transform);
|
||||
thisBlock = thisBlockObj.GetComponent<SceneBlock>();
|
||||
thisBlock.group1Tag = tag1;
|
||||
thisBlock.group2Tag = tag2;
|
||||
sceneSize = thisBlock.blockSize;
|
||||
break;
|
||||
|
||||
case Targets.Defence:
|
||||
// defence
|
||||
thisBlockObj = Instantiate(defencePrefabs[blockType], blockPosition + EnvironmentObj.transform.position, Quaternion.identity, transform);
|
||||
thisBlockObj = Instantiate(defencePrefabs[blockType], blockPosition + environmentObj.transform.position, Quaternion.identity, transform);
|
||||
thisBlock = thisBlockObj.GetComponent<SceneBlock>();
|
||||
thisBlock.group1Tag = tag1;
|
||||
thisBlock.group2Tag = tag2;
|
||||
@@ -59,23 +61,23 @@ public class SceneBlockContainer : MonoBehaviour
|
||||
}
|
||||
|
||||
// delete thisBlock
|
||||
public void destroyBlock()
|
||||
public void DestroyBlock()
|
||||
{
|
||||
if (thisBlock != null)
|
||||
{
|
||||
thisBlock.destroyMe();
|
||||
thisBlock.DestroyMe();
|
||||
}
|
||||
thisBlockObj = null;
|
||||
thisBlock = null;
|
||||
}
|
||||
|
||||
public (float, int) getAgentTargetDistanceAndInside(Vector3 agentPosition)
|
||||
public (float, int) GetAgentTargetDistanceAndInside(Vector3 agentPosition)
|
||||
{
|
||||
return thisBlock.getDist_inArea(agentPosition);
|
||||
return thisBlock.GetDistInArea(agentPosition);
|
||||
}
|
||||
|
||||
public void initializeBlock(GameObject envObj)
|
||||
public void InitializeBlock(GameObject envObj)
|
||||
{
|
||||
thisBlock.initBlock(envObj);
|
||||
thisBlock.InitBlock(envObj);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +1,22 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Serialization;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class TargetController : MonoBehaviour
|
||||
{
|
||||
public GameObject EnvironmentObj;
|
||||
public GameObject AgentObj;
|
||||
public GameObject environmentObj;
|
||||
public GameObject agentObj;
|
||||
public GameObject HUDObj;
|
||||
public GameObject SceneBlockContainerObj;
|
||||
public GameObject EnemyContainerObj;
|
||||
public GameObject ParameterContainerObj;
|
||||
public GameObject EnvironmentUIObj;
|
||||
public GameObject WorldUIObj;
|
||||
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;
|
||||
@@ -24,6 +24,7 @@ public class TargetController : MonoBehaviour
|
||||
|
||||
//group
|
||||
public string group1Tag = "Player";
|
||||
|
||||
public string group2Tag = "Enemy";
|
||||
|
||||
public float minEnemyAreaX;
|
||||
@@ -43,7 +44,10 @@ public class TargetController : MonoBehaviour
|
||||
|
||||
[System.NonSerialized] public int targetTypeInt;
|
||||
public float[] targetState = new float[6];
|
||||
public enum EndType { Win, Lose, Running, Num };
|
||||
|
||||
public enum EndType
|
||||
{ Win, Lose, Running, Num };
|
||||
|
||||
[System.NonSerialized] public int targetNum = 0;
|
||||
private Dictionary<int, float[]> oneHotRarget = new Dictionary<int, float[]>();
|
||||
|
||||
@@ -64,11 +68,12 @@ public class TargetController : MonoBehaviour
|
||||
private HUDController hudCon;
|
||||
private RaySensors raySensors;
|
||||
private StartSeneData startSceneData;
|
||||
|
||||
// start scene datas 0=train 1=play
|
||||
private int gamemode;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f;
|
||||
maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f;
|
||||
@@ -80,14 +85,14 @@ public class TargetController : MonoBehaviour
|
||||
minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f;
|
||||
maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f;
|
||||
|
||||
blockCont = SceneBlockContainerObj.GetComponent<SceneBlockContainer>();
|
||||
envUICon = EnvironmentUIObj.GetComponent<EnvironmentUIControl>();
|
||||
enemyCont = EnemyContainerObj.GetComponent<EnemyContainer>();
|
||||
agentCharaCon = AgentObj.GetComponent<CharacterController>();
|
||||
paramCon = ParameterContainerObj.GetComponent<ParameterContainer>();
|
||||
worldUICon = WorldUIObj.GetComponent<WorldUIController>();
|
||||
blockCont = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
|
||||
envUICon = environmentUIObj.GetComponent<EnvironmentUIControl>();
|
||||
enemyCont = enemyContainerObj.GetComponent<EnemyContainer>();
|
||||
agentCharaCon = agentObj.GetComponent<CharacterController>();
|
||||
paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
|
||||
worldUICon = worldUIObj.GetComponent<WorldUIController>();
|
||||
hudCon = HUDObj.GetComponent<HUDController>();
|
||||
raySensors = AgentObj.GetComponent<RaySensors>();
|
||||
raySensors = agentObj.GetComponent<RaySensors>();
|
||||
freeProb = 1 - attackProb - gotoProb - defenceProb;
|
||||
targetNum = (int)SceneBlockContainer.Targets.Num;
|
||||
if (freeProb < 0)
|
||||
@@ -136,7 +141,7 @@ public class TargetController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void rollNewScene()
|
||||
public void RollNewScene()
|
||||
{
|
||||
startTime = Time.time;// Reset StartTime as now time
|
||||
leftTime = paramCon.timeLimit - Time.time + startTime;
|
||||
@@ -147,19 +152,19 @@ public class TargetController : MonoBehaviour
|
||||
Debug.Log("GOTO THIS TARGET!");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
|
||||
int randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length);
|
||||
// get choosed scene size
|
||||
// get choosed scene size
|
||||
sceneSize = blockCont.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize/2 + 1f, maxEnemyAreaX - sceneSize/2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize/2 + 1f, maxEnemyAreaZ - sceneSize/2 - 1f);
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize / 2 + 1f, maxEnemyAreaX - sceneSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize / 2 + 1f, maxEnemyAreaZ - sceneSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0f, randZ);
|
||||
// Init Agent position
|
||||
moveAgentToSpwanArea();
|
||||
MoveAgentToSpwanArea();
|
||||
// init scene block
|
||||
blockCont.destroyBlock();
|
||||
blockCont.createNewBlock(SceneBlockContainer.Targets.Go, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.destroyAllEnemys();
|
||||
enemyCont.randomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.initBlock(EnvironmentObj);
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(SceneBlockContainer.Targets.Go, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
// set startDistance
|
||||
firstRewardFlag = true;
|
||||
}
|
||||
@@ -169,19 +174,19 @@ public class TargetController : MonoBehaviour
|
||||
Debug.Log("ATTACK!");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
|
||||
int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
||||
// get choosed scene size
|
||||
// get choosed scene size
|
||||
sceneSize = blockCont.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize/2 + 1f, maxEnemyAreaX - sceneSize/2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize/2 + 1f, maxEnemyAreaZ - sceneSize/2 - 1f);
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize / 2 + 1f, maxEnemyAreaX - sceneSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize / 2 + 1f, maxEnemyAreaZ - sceneSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0f, randZ);
|
||||
// Init Agent position
|
||||
moveAgentToSpwanArea();
|
||||
MoveAgentToSpwanArea();
|
||||
// init scene block
|
||||
blockCont.destroyBlock();
|
||||
blockCont.createNewBlock(SceneBlockContainer.Targets.Attack, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.destroyAllEnemys();
|
||||
enemyCont.randomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.initBlock(EnvironmentObj);
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(SceneBlockContainer.Targets.Attack, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
// set startDistance
|
||||
firstRewardFlag = true;
|
||||
targetEnemySpawnFinish = false;
|
||||
@@ -192,19 +197,19 @@ public class TargetController : MonoBehaviour
|
||||
Debug.Log("DEFENCE!");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Defence;
|
||||
int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
||||
// get choosed scene size
|
||||
// get choosed scene size
|
||||
sceneSize = blockCont.defencePrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize/2 + 1f, maxEnemyAreaX - sceneSize/2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize/2 + 1f, maxEnemyAreaZ - sceneSize/2 - 1f);
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize / 2 + 1f, maxEnemyAreaX - sceneSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize / 2 + 1f, maxEnemyAreaZ - sceneSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0f, randZ);
|
||||
// Init Agent position
|
||||
moveAgentTo(targetPosition);
|
||||
MoveAgentTo(targetPosition);
|
||||
// init scene block
|
||||
blockCont.destroyBlock();
|
||||
blockCont.createNewBlock(SceneBlockContainer.Targets.Defence, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.destroyAllEnemys();
|
||||
enemyCont.randomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.initBlock(EnvironmentObj);
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(SceneBlockContainer.Targets.Defence, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
// set startDistance
|
||||
firstRewardFlag = true;
|
||||
}
|
||||
@@ -212,23 +217,23 @@ public class TargetController : MonoBehaviour
|
||||
{
|
||||
//Debug.Log("Free");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
|
||||
enemyCont.destroyAllEnemys();
|
||||
enemyCont.randomInitEnemys(hudCon.enemyNum);
|
||||
moveAgentToSpwanArea();
|
||||
blockCont.destroyBlock();
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemys(hudCon.enemyNum);
|
||||
MoveAgentToSpwanArea();
|
||||
blockCont.DestroyBlock();
|
||||
}
|
||||
updateTargetStates();
|
||||
envUICon.updateTargetType(targetTypeInt);
|
||||
UpdateTargetStates();
|
||||
envUICon.UpdateTargetType(targetTypeInt);
|
||||
}
|
||||
|
||||
// get target observation states
|
||||
public void updateTargetStates()
|
||||
public void UpdateTargetStates()
|
||||
{
|
||||
// targettype, x,y,z, firebasesAreaDiameter
|
||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
|
||||
{
|
||||
targetState[0] = targetTypeInt;
|
||||
for(int i = 1; i < targetState.Length; i++)
|
||||
for (int i = 1; i < targetState.Length; i++)
|
||||
targetState[i] = 0f;
|
||||
}
|
||||
else
|
||||
@@ -246,7 +251,7 @@ public class TargetController : MonoBehaviour
|
||||
}
|
||||
|
||||
// move Agent into Agent Spawn Area
|
||||
public void moveAgentToSpwanArea()
|
||||
public void MoveAgentToSpwanArea()
|
||||
{
|
||||
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
|
||||
float randZ = 0f;
|
||||
@@ -263,22 +268,22 @@ public class TargetController : MonoBehaviour
|
||||
|
||||
int Y = 1;
|
||||
Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
|
||||
moveAgentTo(initAgentLoc);
|
||||
MoveAgentTo(initAgentLoc);
|
||||
}
|
||||
|
||||
// move Agent to this position
|
||||
public void moveAgentTo(Vector3 thisPosition)
|
||||
public void MoveAgentTo(Vector3 thisPosition)
|
||||
{
|
||||
// while using transform.localPosition to move character
|
||||
// u should turn off character Controller or it won't work
|
||||
agentCharaCon.enabled = false;
|
||||
AgentObj.transform.localPosition = thisPosition;
|
||||
agentObj.transform.localPosition = thisPosition;
|
||||
agentCharaCon.enabled = true;
|
||||
}
|
||||
|
||||
// check over and get rewards
|
||||
// 1 = success,2 = overtime,0 = notover
|
||||
public (int, float,float) checkOverAndRewards()
|
||||
public (int, float, float) CheckOverAndRewards()
|
||||
{
|
||||
int endTypeInt = 0;
|
||||
float thisReward = 0;
|
||||
@@ -288,9 +293,9 @@ public class TargetController : MonoBehaviour
|
||||
{
|
||||
case (int)SceneBlockContainer.Targets.Go:
|
||||
// goto
|
||||
(nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position);
|
||||
envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
|
||||
float areaTargetReward = getDistanceReward(nowDistance, inArea);
|
||||
(nowDistance, inArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
|
||||
envUICon.UpdateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
|
||||
float areaTargetReward = GetDistanceReward(nowDistance, inArea);
|
||||
//if(inArea != 0)
|
||||
if (blockCont.thisBlock.firebasesBelong >= blockCont.thisBlock.belongMaxPoint)
|
||||
{
|
||||
@@ -316,13 +321,14 @@ public class TargetController : MonoBehaviour
|
||||
endTypeInt = (int)EndType.Running;
|
||||
}
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Attack:
|
||||
// attack
|
||||
(nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position);
|
||||
envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
|
||||
if (blockCont.thisBlock.getInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish)
|
||||
(nowDistance, inArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
|
||||
envUICon.UpdateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
|
||||
if (blockCont.thisBlock.GetInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish)
|
||||
{
|
||||
Debug.Log(blockCont.thisBlock.getInAreaNumber(group2Tag));
|
||||
Debug.Log(blockCont.thisBlock.GetInAreaNumber(group2Tag));
|
||||
// win
|
||||
// let the area belongs to me and kill every enmy in this area.
|
||||
thisReward = 0;
|
||||
@@ -350,11 +356,12 @@ public class TargetController : MonoBehaviour
|
||||
endTypeInt = (int)EndType.Running;
|
||||
}
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Defence:
|
||||
//defence
|
||||
// !!! DIDN't FINISH!!!
|
||||
(nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position);
|
||||
envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
|
||||
(nowDistance, inArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
|
||||
envUICon.UpdateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
|
||||
if (leftTime <= 0 && blockCont.thisBlock.firebasesBelong >= 0f)
|
||||
{
|
||||
// win
|
||||
@@ -377,6 +384,7 @@ public class TargetController : MonoBehaviour
|
||||
endTypeInt = (int)EndType.Running;
|
||||
}
|
||||
break;
|
||||
|
||||
case (int)SceneBlockContainer.Targets.Stay:
|
||||
// Stay
|
||||
// endless
|
||||
@@ -384,9 +392,10 @@ public class TargetController : MonoBehaviour
|
||||
endReward = 0;
|
||||
endTypeInt = (int)EndType.Running;
|
||||
break;
|
||||
|
||||
default:
|
||||
//free kill
|
||||
if (EnemyContainerObj.transform.childCount <= 0)
|
||||
if (enemyContainerObj.transform.childCount <= 0)
|
||||
{
|
||||
// win
|
||||
// thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
|
||||
@@ -411,18 +420,18 @@ public class TargetController : MonoBehaviour
|
||||
}
|
||||
break;
|
||||
}
|
||||
envUICon.showResult(endTypeInt);
|
||||
worldUICon.updateChart(targetTypeInt, endTypeInt);
|
||||
return (endTypeInt, thisReward,endReward);
|
||||
envUICon.ShowResult(endTypeInt);
|
||||
worldUICon.UpdateChart(targetTypeInt, endTypeInt);
|
||||
return (endTypeInt, thisReward, endReward);
|
||||
}
|
||||
|
||||
// caulculate sceneReward if close to target then get great reward
|
||||
public float getDistanceReward(float nowDistance,int inarea)
|
||||
public float GetDistanceReward(float nowDistance, int inarea)
|
||||
{
|
||||
if (firstRewardFlag)
|
||||
{
|
||||
// first distance record
|
||||
(lastDistance, _) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position);
|
||||
(lastDistance, _) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
|
||||
firstRewardFlag = false;
|
||||
}
|
||||
float thisSceneReward = 0f;
|
||||
@@ -442,13 +451,13 @@ public class TargetController : MonoBehaviour
|
||||
}
|
||||
|
||||
// calculate kill reward base on killed enemy's position
|
||||
public float killReward(Vector3 enemyPosition)
|
||||
public float KillReward(Vector3 enemyPosition)
|
||||
{
|
||||
float thisKillReward = 0f;
|
||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
|
||||
{
|
||||
// attack mode
|
||||
(_, int isInArea) = blockCont.thisBlock.getDist_inArea(enemyPosition);
|
||||
(_, int isInArea) = blockCont.thisBlock.GetDistInArea(enemyPosition);
|
||||
if (isInArea == 1)
|
||||
{
|
||||
// kill in area enemy
|
||||
@@ -473,13 +482,13 @@ public class TargetController : MonoBehaviour
|
||||
}
|
||||
|
||||
// calculate hit reward base on killed enemy's position and now mode
|
||||
public float hitEnemyReward(Vector3 enemyPosition)
|
||||
public float HitEnemyReward(Vector3 enemyPosition)
|
||||
{
|
||||
float thisHitReward = 0f;
|
||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
|
||||
{
|
||||
// attack mode
|
||||
(_, int isInArea) = blockCont.thisBlock.getDist_inArea(enemyPosition);
|
||||
(_, int isInArea) = blockCont.thisBlock.GetDistInArea(enemyPosition);
|
||||
if (isInArea == 1)
|
||||
{
|
||||
// hit in area enemy
|
||||
@@ -505,9 +514,9 @@ public class TargetController : MonoBehaviour
|
||||
}
|
||||
|
||||
// get in area state
|
||||
public int getInAreaState()
|
||||
public int GetInAreaState()
|
||||
{
|
||||
if(targetTypeInt == (int)SceneBlockContainer.Targets.Go)
|
||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Go)
|
||||
{
|
||||
return inArea;
|
||||
}
|
||||
@@ -519,41 +528,40 @@ public class TargetController : MonoBehaviour
|
||||
|
||||
// Play Mode method
|
||||
// Initialize Play mode
|
||||
public void playInitialize()
|
||||
public void PlayInitialize()
|
||||
{
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
|
||||
envUICon.updateTargetType(targetTypeInt);
|
||||
moveAgentToSpwanArea();
|
||||
enemyCont.destroyAllEnemys();
|
||||
blockCont.destroyBlock();
|
||||
envUICon.UpdateTargetType(targetTypeInt);
|
||||
MoveAgentToSpwanArea();
|
||||
enemyCont.DestroyAllEnemys();
|
||||
blockCont.DestroyBlock();
|
||||
}
|
||||
|
||||
// change to attack mode
|
||||
public void attackModeChange()
|
||||
public void AttackModeChange()
|
||||
{
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
|
||||
envUICon.updateTargetType(targetTypeInt);
|
||||
envUICon.UpdateTargetType(targetTypeInt);
|
||||
}
|
||||
|
||||
// change to free mode
|
||||
public void freeModeChange()
|
||||
public void FreeModeChange()
|
||||
{
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
|
||||
envUICon.updateTargetType(targetTypeInt);
|
||||
envUICon.UpdateTargetType(targetTypeInt);
|
||||
}
|
||||
|
||||
// change to goto mode
|
||||
public void gotoModeChange()
|
||||
public void GotoModeChange()
|
||||
{
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
|
||||
envUICon.updateTargetType(targetTypeInt);
|
||||
envUICon.UpdateTargetType(targetTypeInt);
|
||||
}
|
||||
|
||||
// change to stay mode
|
||||
public void stayModeChange()
|
||||
public void StayModeChange()
|
||||
{
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
|
||||
envUICon.updateTargetType(targetTypeInt);
|
||||
envUICon.UpdateTargetType(targetTypeInt);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,33 +1,32 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using XCharts.Runtime;
|
||||
|
||||
public class WorldUIController : MonoBehaviour
|
||||
{
|
||||
public LineChart WinChart;
|
||||
public LineChart winChart;
|
||||
public int[] totalGames;
|
||||
public int[] winGames;
|
||||
|
||||
private int maxXAxis = 0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
totalGames = new int[(int)SceneBlockContainer.Targets.Num];
|
||||
winGames = new int[(int)SceneBlockContainer.Targets.Num];
|
||||
Array.Clear(totalGames, 0, (int)SceneBlockContainer.Targets.Num);
|
||||
Array.Clear(winGames, 0, (int)SceneBlockContainer.Targets.Num);
|
||||
//WinChart.Init();
|
||||
WinChart.RemoveData();
|
||||
winChart.RemoveData();
|
||||
for (int i = 0; i < (int)SceneBlockContainer.Targets.Num; i++)
|
||||
{
|
||||
string lineName = Enum.GetName(typeof(SceneBlockContainer.Targets), i);
|
||||
WinChart.AddSerie<Line>(lineName);
|
||||
winChart.AddSerie<Line>(lineName);
|
||||
}
|
||||
}
|
||||
|
||||
public void updateChart(int targetType, int endType)
|
||||
public void UpdateChart(int targetType, int endType)
|
||||
{
|
||||
float winRatio = 0f;
|
||||
switch (endType)
|
||||
@@ -37,27 +36,28 @@ public class WorldUIController : MonoBehaviour
|
||||
totalGames[targetType] += 1;
|
||||
winGames[targetType] += 1;
|
||||
winRatio = (float)winGames[targetType] / totalGames[targetType];
|
||||
WinChart.AddData(targetType, winRatio);
|
||||
winChart.AddData(targetType, winRatio);
|
||||
if (totalGames[targetType] > maxXAxis)
|
||||
{
|
||||
maxXAxis = totalGames[targetType];
|
||||
WinChart.AddXAxisData(Convert.ToString(maxXAxis));
|
||||
winChart.AddXAxisData(Convert.ToString(maxXAxis));
|
||||
}
|
||||
break;
|
||||
|
||||
case (int)TargetController.EndType.Lose:
|
||||
//lose
|
||||
totalGames[targetType] += 1;
|
||||
winRatio = (float)winGames[targetType] / totalGames[targetType];
|
||||
WinChart.AddData(targetType, winRatio);
|
||||
winChart.AddData(targetType, winRatio);
|
||||
if (totalGames[targetType] > maxXAxis)
|
||||
{
|
||||
maxXAxis = totalGames[targetType];
|
||||
WinChart.AddXAxisData(Convert.ToString(maxXAxis));
|
||||
winChart.AddXAxisData(Convert.ToString(maxXAxis));
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,13 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class rayInfoUI : MonoBehaviour
|
||||
public class RayInfoUI : MonoBehaviour
|
||||
{
|
||||
TextMeshProUGUI infoText;
|
||||
bool infoTextReady = false;
|
||||
private TextMeshProUGUI infoText;
|
||||
private bool infoTextReady = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
try
|
||||
{
|
||||
@@ -20,7 +20,7 @@ public class rayInfoUI : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void updateInfo(string info,Vector3 infoPosition, Color infoColor,Camera facetoCamera)
|
||||
public void UpdateInfo(string info, Vector3 infoPosition, Color infoColor, Camera facetoCamera)
|
||||
{
|
||||
if (!infoTextReady)
|
||||
{
|
||||
@@ -34,4 +34,4 @@ public class rayInfoUI : MonoBehaviour
|
||||
transform.LookAt(facetoCamera.transform.position - v);
|
||||
transform.Rotate(0, 180, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class states : MonoBehaviour
|
||||
public class States : MonoBehaviour
|
||||
{
|
||||
public bool isDead = false;
|
||||
public float MaxHP = 100;
|
||||
float myHP = 100;
|
||||
public float maxHP = 100;
|
||||
private float myHP = 100;
|
||||
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
myHP = MaxHP;
|
||||
myHP = maxHP;
|
||||
}
|
||||
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
private void detactDeath()
|
||||
|
||||
private void DetactDeath()
|
||||
{
|
||||
if (myHP <= 0)
|
||||
{
|
||||
@@ -24,6 +23,7 @@ public class states : MonoBehaviour
|
||||
isDead = true;
|
||||
}
|
||||
}
|
||||
|
||||
// while got hit
|
||||
public void ReactToHit(float Damage, GameObject damageSource)
|
||||
{
|
||||
@@ -33,7 +33,7 @@ public class states : MonoBehaviour
|
||||
{
|
||||
if (damageSource.tag == "Player")
|
||||
{
|
||||
damageSource.GetComponent<AgentWithGun>().killRecord(transform.position);
|
||||
damageSource.GetComponent<AgentWithGun>().KillRecord(transform.position);
|
||||
Destroy(this.gameObject);
|
||||
isDead = true;
|
||||
}
|
||||
@@ -44,15 +44,16 @@ public class states : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// get my hp from other script
|
||||
public float getnowHP()
|
||||
public float GetnowHP()
|
||||
{
|
||||
return myHP;
|
||||
}
|
||||
|
||||
public void destroyMe()
|
||||
public void DestroyMe()
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
isDead = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user