Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/Script/Start/StartSeneData.cs

58 lines
1.8 KiB
C#
Raw Normal View History

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartSeneData : MonoBehaviour
{
[Header("Default Rewards")]
public float nonRewardDefault = -0.05f;
public float shootRewardDefault = -0.06f;
public float shootWithoutReadyRewardDefault = -0.06f;
public float hitRewardDefault = 5.0f;
public float killRewardDefault = 10.0f;
public float winRewardDefault = 20.0f;
public float loseRewardDefault = -10.0f;
public bool lockMouse = false;
public bool defaultTPCamera = true;
// LoadDir
[System.NonSerialized]public string LoadDirDate = "0";
[System.NonSerialized]public string LoadDirTime = "0";
// Rewards
[System.NonSerialized] public float nonReward;
[System.NonSerialized] public float shootReward;
[System.NonSerialized] public float shootWithoutReadyReward;
[System.NonSerialized] public float hitReward;
[System.NonSerialized] public float killReward;
[System.NonSerialized] public float winReward;
[System.NonSerialized] public float loseReward;
// DecisionPeriod
[System.NonSerialized] public int DecisionPeriod = 1;
[System.NonSerialized] public bool ActionsBetweenDecisions = true;
// EnemyNum
[System.NonSerialized] public int EnemyNum = 3;
// TimeLimit
[System.NonSerialized] public int Timelim = 30;
private void Start()
{
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
killReward = killRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
}
// Update is called once per frame
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
}