2022-09-05 11:46:08 +00:00
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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 UnityEngine.UI;
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using UnityEditor;
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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 XCharts;
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using XCharts.Runtime;
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/*主要ML-Agent控制*/
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public class AgentWithGun : Agent
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{
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public GameObject thisAgentObj;
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public Transform thisAgent;
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public Camera thisCam;
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public CharacterController PlayerController;
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public GameObject enemyPrefab;
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[Header("Rewards")]
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[Tooltip("Nothing happened reward")]
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public float nonRewardDefault = -0.05f;
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[Tooltip("Agent Do shoot action reward")]
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public float shootRewardDefault = -0.1f;
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[Tooltip("Agent Do shoot action but gun is not read")]
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public float shootWithoutReadyRewardDefault = -1.0f;
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[Tooltip("Hit Enemy reward")]
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public float hitRewardDefault = 2.0f;
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[Tooltip("Episode Win reward")]
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public float winRewardDefault = 10.0f;
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[Tooltip("Episode Lose reward")]
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public float loseRewardDefault = -10.0f;
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[Tooltip("Enemy down reward")]
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public float killRewardDefault = 5.0f;
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[Header("Env")]
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public bool lockMouse = false;
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public float Damage = 50; // damage to enemy
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public float fireRate = 0.5f;
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public int enemyNum = 3;
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public int timeLimit = 30;
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public bool lockCameraX = false;
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public bool lockCameraY = true;
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//public Vector3 startPosition = new Vector3(9, 1, 18);
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public int minEnemyAreaX = -12;
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public int maxEnemyAreaX = 11;
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public int minEnemyAreaY = -20;
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public int maxEnemyAreaY = 20;
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public int minAgentAreaX = -12;
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public int maxAgentAreaX = 11;
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public int minAgentAreaY = -28;
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public int maxAgentAreaY = -22;
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[Header("GetAxis() Simulate")]
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public float MoveSpeed = 2.0f;
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public float vX = 0f;
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public float vZ = 0f;
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public float acceleration = 0.1f; // 加速度
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public float mouseXSensitivity = 100;
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public float mouseYSensitivity = 200;
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public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
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private float startTime = 0;
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private int shoot = 0;
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private float lastShootTime = 0.0f;
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private int nowEnemyNum = 0;
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private int enemyKillCount = 0;
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private int step = 0;
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private int EP = 0;
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private string LoadDirDate;
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private string LoadDirTime;
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private float LoadDirDateF;
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private float loadDirTimeF;
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private StartSeneData DataTransfer;
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private UIController UICon;
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private HistoryRecorder HistoryRec;
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private RaySensors rayScript;
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[System.NonSerialized]public float nonReward;
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[System.NonSerialized] public float shootReward;
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[System.NonSerialized] public float shootWithoutReadyReward;
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[System.NonSerialized] public float hitReward;
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[System.NonSerialized] public float winReward;
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[System.NonSerialized] public float loseReward;
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[System.NonSerialized] public float killReward;
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[System.NonSerialized] public float saveNow = 0;
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2022-09-06 21:48:37 +00:00
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[System.NonSerialized] public int remainTime;
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2022-09-05 11:46:08 +00:00
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void Start()
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{
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2022-09-13 17:33:03 +00:00
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try
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{
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// get DataTranfer
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DataTransfer = GameObject.Find("StartSeneDataTransfer").GetComponent<StartSeneData>();
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// Enemy Num
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enemyNum = DataTransfer.EnemyNum;
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// Time Limit
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timeLimit = DataTransfer.Timelim;
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// get load directory.
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LoadDirDate = DataTransfer.LoadDirDate;
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LoadDirTime = DataTransfer.LoadDirTime;
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LoadDirDateF = float.Parse(LoadDirDate);
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loadDirTimeF = float.Parse(LoadDirTime);
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// get Default reward.
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nonRewardDefault = DataTransfer.nonReward;
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shootRewardDefault = DataTransfer.shootReward;
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shootWithoutReadyRewardDefault = DataTransfer.shootWithoutReadyReward;
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hitRewardDefault = DataTransfer.hitReward;
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killRewardDefault = DataTransfer.killReward;
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winRewardDefault = DataTransfer.winReward;
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loseRewardDefault = DataTransfer.loseReward;
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// change Decision Period & Take Actions Between Decisions
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transform.GetComponent<DecisionRequester>().DecisionPeriod = DataTransfer.DecisionPeriod;
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transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = DataTransfer.ActionsBetweenDecisions;
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}
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catch (NullReferenceException)
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{
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// Enemy Num
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enemyNum = 3;
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// Time Limit
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timeLimit = 30;
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// get load directory.
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LoadDirDate = "0";
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LoadDirTime = "0";
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LoadDirDateF = float.Parse(LoadDirDate);
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loadDirTimeF = float.Parse(LoadDirTime);
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// get Default reward.
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nonRewardDefault = -0.05f;
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shootRewardDefault = -0.06f;
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shootWithoutReadyRewardDefault = -0.06f;
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hitRewardDefault = 5.0f;
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killRewardDefault = 10.0f;
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winRewardDefault = 20.0f;
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loseRewardDefault = -10.0f;
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// change Decision Period & Take Actions Between Decisions
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transform.GetComponent<DecisionRequester>().DecisionPeriod = 1;
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transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = true;
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}
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finally
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{
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UICon = transform.GetComponent<UIController>();
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HistoryRec = transform.GetComponent<HistoryRecorder>();
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rayScript = GetComponent<RaySensors>();
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// give default Reward to Reward value will be used.
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nonReward = nonRewardDefault;
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shootReward = shootRewardDefault;
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shootWithoutReadyReward = shootWithoutReadyRewardDefault;
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hitReward = hitRewardDefault;
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winReward = winRewardDefault;
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loseReward = loseRewardDefault;
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killReward = killRewardDefault;
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//initialize remainTime
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remainTime = (int)(timeLimit - Time.time + startTime);
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}
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2022-09-06 21:48:37 +00:00
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}
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2022-09-05 11:46:08 +00:00
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/* ----------此Update用于debug,Build前删除或注释掉!----------*/
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/*void Update()
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{
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//Debug.Log(RaySensors.rayTagResult[0]);
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}*/
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/* ----------此Update用于debug,Build前删除或注释掉!----------*/
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// --------------初始化---------------
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// randomInitEnemys随机生成enemy
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public void randomInitEnemys(int EnemyNum)
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{
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for (int i = 0; i < EnemyNum; i++)
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{
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int randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX);
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int randZ = UnityEngine.Random.Range(minEnemyAreaY, maxEnemyAreaY);
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int Y = 1;
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Instantiate(enemyPrefab, new Vector3(randX, Y, randZ), Quaternion.identity);
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}
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}
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// --------------初始化---------------
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// randomInitAgent随机位置初始化Agent
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public void randomInitAgent()
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{
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int randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX);
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int randZ = UnityEngine.Random.Range(minAgentAreaY, maxAgentAreaY);
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int Y = 1;
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Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
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thisAgent.localPosition = initAgentLoc;
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}
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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 kW, int kS,int kA,int kD)
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{
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Vector3 thisMovement;
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int horizontal = 0;
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int vertical = 0;
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if (kW==1 && kS != 1)
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{
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vertical = 1;
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}
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else if (kS==1 && kW!=1)
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{
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vertical = -1;
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}
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if (kD==1 && kA!=1)
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{
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horizontal = 1;
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}
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else if (kA ==1 && kD!=1)
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{
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horizontal = -1;
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}
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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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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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else
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{
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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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}
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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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{
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if (Math.Abs(vX) > 0.001)
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{
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vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
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}
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else
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{
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vX = 0;
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}
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}
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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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{
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vZ += (float)vertical * acceleration;//增加加速度
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}
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else
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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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}
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else
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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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}
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}
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else
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{
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if (Math.Abs(vZ) > 0.001)
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{
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vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
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}
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else
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{
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vZ = 0;
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}
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}
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thisMovement = (transform.forward * vZ + transform.right * vX) * MoveSpeed;
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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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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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{
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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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//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
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if (lockCameraX)
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{
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Mouse_X = 0;
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}
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if (lockCameraY)
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{
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Mouse_Y = 0;
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}
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yRotation = yRotation - Mouse_Y;
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//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
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//当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
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//当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
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//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
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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
|
|
|
|
|
thisAgent.Rotate(Vector3.up * Mouse_X);
|
|
|
|
|
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
|
|
|
|
|
//即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小
|
|
|
|
|
|
|
|
|
|
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
|
|
|
|
|
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
|
|
|
|
|
thisCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
|
|
|
|
|
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
|
|
|
|
|
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
|
|
|
|
|
//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
|
|
|
|
|
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
|
|
|
|
|
}
|
|
|
|
|
|
2022-09-13 17:33:03 +00:00
|
|
|
|
// GotKill 获得击杀时用于被呼出
|
2022-09-05 11:46:08 +00:00
|
|
|
|
public void GotKill()
|
|
|
|
|
{
|
|
|
|
|
enemyKillCount += 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// check gun is ready to shoot
|
|
|
|
|
bool gunReady()
|
|
|
|
|
{
|
|
|
|
|
if ((Time.time - lastShootTime) >= fireRate)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ballistic 射击弹道处理,并返回获得reward
|
|
|
|
|
float ballistic()
|
|
|
|
|
{
|
|
|
|
|
Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
|
|
|
|
|
Ray ray = thisCam.ScreenPointToRay(point);
|
|
|
|
|
RaycastHit hit;
|
|
|
|
|
Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
|
|
|
|
|
bool isGunReady = gunReady();
|
|
|
|
|
UICon.updateShootKeyViewer(shoot,isGunReady);
|
|
|
|
|
//按下鼠标左键
|
|
|
|
|
if (shoot != 0 && isGunReady == true)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
lastShootTime = Time.time;
|
|
|
|
|
if (Physics.Raycast(ray, out hit, 100))
|
|
|
|
|
{
|
|
|
|
|
if (hit.collider.tag == "Enemy")
|
|
|
|
|
{
|
|
|
|
|
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
|
|
|
|
|
gotHitObj.GetComponent<Enemy>().ReactToHit(Damage, thisAgentObj);
|
|
|
|
|
shoot = 0;
|
|
|
|
|
return hitReward;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
shoot = 0;
|
|
|
|
|
return shootReward;
|
|
|
|
|
}
|
|
|
|
|
else if (shoot != 0 && isGunReady == false)
|
|
|
|
|
{
|
|
|
|
|
shoot = 0;
|
|
|
|
|
return shootWithoutReadyReward;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
shoot = 0;
|
|
|
|
|
return nonReward;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// destroyEnemy消除除了自己以外的所有Enemy
|
|
|
|
|
public void destroyAllEnemys()
|
|
|
|
|
{
|
|
|
|
|
GameObject[] EnemyGameObjs;
|
|
|
|
|
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
|
|
|
|
|
//遍历所有Enemy
|
|
|
|
|
foreach (GameObject EnemyObj in EnemyGameObjs)
|
|
|
|
|
{
|
|
|
|
|
Vector3 thisEnemyPosition = EnemyObj.transform.position;
|
|
|
|
|
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
|
|
|
|
|
Vector3 MyselfPosition = thisAgent.position;
|
|
|
|
|
|
|
|
|
|
//探测到Agent为自己时的处理
|
|
|
|
|
if (thisEnemyPosition == MyselfPosition)
|
|
|
|
|
{
|
|
|
|
|
//Debug.Log("OH It's me");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Destroy(EnemyObj);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// checkFinish 检查是否结束回合返回int值
|
|
|
|
|
// 1 = success,2 = overtime,0 = notover
|
|
|
|
|
int checkFinish()
|
|
|
|
|
{
|
|
|
|
|
GameObject[] EnemyGameObjs;
|
|
|
|
|
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
|
|
|
|
|
if(EnemyGameObjs.Length <= 1)
|
|
|
|
|
{
|
|
|
|
|
//成功击杀所有Enemy
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
else if(Time.time - startTime >= timeLimit)
|
|
|
|
|
{
|
|
|
|
|
//超时失败
|
|
|
|
|
return 2;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// getEnemyNum 获取现场除了自己以外的敌人数量
|
|
|
|
|
int getEnemyNum()
|
|
|
|
|
{
|
|
|
|
|
int enemyNum = 0;
|
|
|
|
|
GameObject[] EnemyGameObjs;
|
|
|
|
|
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
|
|
|
|
|
//遍历所有Enemy
|
|
|
|
|
foreach (GameObject EnemyObj in EnemyGameObjs)
|
|
|
|
|
{
|
|
|
|
|
Vector3 thisEnemyPosition = EnemyObj.transform.position;
|
|
|
|
|
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
|
|
|
|
|
Vector3 MyselfPosition = thisAgent.position;
|
|
|
|
|
|
|
|
|
|
//探测到Agent为自己时的处理
|
|
|
|
|
if (thisEnemyPosition == MyselfPosition)
|
|
|
|
|
{
|
|
|
|
|
//Debug.Log("OH It's me");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
enemyNum += 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return enemyNum;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// enemyNumDiff 获取与上一把相比敌人数量的区别
|
|
|
|
|
int enemyNumDiff()
|
|
|
|
|
{
|
|
|
|
|
int diff = 0;
|
|
|
|
|
int nowEnemyNum = getEnemyNum();
|
|
|
|
|
diff = enemyNum - nowEnemyNum;
|
|
|
|
|
return diff;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ------------Reward--------------
|
|
|
|
|
// rewardCalculate 计算本动作的Reward
|
|
|
|
|
public float rewardCalculate()
|
|
|
|
|
{
|
|
|
|
|
float epreward = 0f;
|
|
|
|
|
// 击杀reward判断
|
|
|
|
|
if(enemyKillCount > 0)
|
|
|
|
|
{
|
|
|
|
|
for(int i = 0;i < enemyKillCount; i++)
|
|
|
|
|
{
|
|
|
|
|
epreward += killReward;
|
|
|
|
|
}
|
|
|
|
|
enemyKillCount = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
enemyKillCount = 0;
|
|
|
|
|
}
|
|
|
|
|
// 射击动作reward判断
|
|
|
|
|
epreward += ballistic();
|
|
|
|
|
return epreward;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
|
|
|
|
// env开始执行初始化
|
|
|
|
|
public override void OnEpisodeBegin()
|
|
|
|
|
{
|
|
|
|
|
step = 0;
|
|
|
|
|
if (EP == 0)
|
|
|
|
|
{
|
|
|
|
|
UICon.iniChart();
|
|
|
|
|
}
|
|
|
|
|
if (lockMouse)
|
|
|
|
|
{
|
|
|
|
|
Cursor.lockState = CursorLockMode.Locked; // 隐藏并且锁定鼠标
|
|
|
|
|
}
|
|
|
|
|
//iniCharts();
|
|
|
|
|
thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
|
|
|
|
|
destroyAllEnemys();
|
|
|
|
|
startTime = Time.time;// Reset StartTime as now time
|
|
|
|
|
randomInitAgent();
|
|
|
|
|
randomInitEnemys(enemyNum);
|
|
|
|
|
nowEnemyNum = getEnemyNum(); // Reset Enemy number
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
|
|
|
|
// 观察情报
|
|
|
|
|
public override void CollectObservations(VectorSensor sensor)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
|
|
|
|
|
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
|
|
|
|
|
|
2022-09-13 17:33:03 +00:00
|
|
|
|
rayScript.updateRayInfo();
|
2022-09-05 11:46:08 +00:00
|
|
|
|
float[] myObserve = { thisAgent.position.x, thisAgent.position.y, thisAgent.position.z, thisAgent.rotation.w };
|
2022-09-13 17:33:03 +00:00
|
|
|
|
float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
|
|
|
|
|
float[] rayDisResult = rayScript.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
|
|
|
|
|
//float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
|
2022-09-05 11:46:08 +00:00
|
|
|
|
|
|
|
|
|
//sensor.AddObservation(allEnemyNum); // 敌人数量 int
|
|
|
|
|
sensor.AddObservation(myObserve); // 自机位置xyz+朝向 float[](4,1)
|
|
|
|
|
sensor.AddObservation(rayTagResult); // 探测用RayTag结果 float[](raySensorNum,1)
|
|
|
|
|
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
|
2022-09-13 17:33:03 +00:00
|
|
|
|
//sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
|
2022-09-05 11:46:08 +00:00
|
|
|
|
//sensor.AddObservation(raySensorNum); // raySensor数量 int
|
|
|
|
|
sensor.AddObservation(LoadDirDateF); // 用于loadModel的第一级dir
|
|
|
|
|
sensor.AddObservation(loadDirTimeF); // 用于loadModel的第二级dir
|
2022-09-05 12:22:34 +00:00
|
|
|
|
sensor.AddObservation(saveNow); // sent saveNow Toggle to python let agent save weights
|
|
|
|
|
saveNow = 0; // reset saveNow Toggle
|
2022-09-05 11:46:08 +00:00
|
|
|
|
//sensor.AddObservation(remainTime); // RemainTime int
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
|
|
|
|
// agent 输入处理
|
|
|
|
|
public override void OnActionReceived(ActionBuffers actionBuffers)
|
|
|
|
|
{
|
|
|
|
|
//获取输入
|
|
|
|
|
int kW = actionBuffers.DiscreteActions[0];
|
|
|
|
|
int kS = actionBuffers.DiscreteActions[1];
|
|
|
|
|
int kA = actionBuffers.DiscreteActions[2];
|
|
|
|
|
int kD = actionBuffers.DiscreteActions[3];
|
|
|
|
|
int mouseShoot = actionBuffers.DiscreteActions[4];
|
|
|
|
|
float Mouse_X = actionBuffers.ContinuousActions[0];
|
|
|
|
|
//float Mouse_Y = actionBuffers.ContinuousActions[1];
|
|
|
|
|
//int timeLimitControl = (int)actionBuffers.ContinuousActions[2];
|
|
|
|
|
//float nonRewardIn = actionBuffers.ContinuousActions[1];
|
|
|
|
|
//float shootRewardIn = actionBuffers.ContinuousActions[2];
|
|
|
|
|
//float shootWithoutReadyRewardIn = actionBuffers.ContinuousActions[3];
|
|
|
|
|
//float hitRewardIn = actionBuffers.ContinuousActions[4];
|
|
|
|
|
//float winRewardIn = actionBuffers.ContinuousActions[5];
|
|
|
|
|
// loseRewardIn = actionBuffers.ContinuousActions[6];
|
|
|
|
|
//float killRewardIn = actionBuffers.ContinuousActions[7];
|
|
|
|
|
//Rewards Update
|
2022-09-06 21:48:37 +00:00
|
|
|
|
remainTime = (int)(timeLimit - Time.time + startTime);
|
2022-09-05 11:46:08 +00:00
|
|
|
|
|
|
|
|
|
//应用输入
|
|
|
|
|
shoot = mouseShoot;
|
|
|
|
|
HistoryRec.realTimeKeyCounter(kW, kS, kA, kD, shoot);
|
|
|
|
|
(int kWCount, int kSCount, int kACount, int kDCount, int shootCount) = HistoryRec.getKeyCount();
|
|
|
|
|
UICon.updateRemainTime(remainTime);
|
|
|
|
|
UICon.updateWASDKeyViewer(kW, kS, kA, kD);
|
|
|
|
|
UICon.updateKeyCounterChart(kWCount, kSCount, kACount, kDCount, shootCount);
|
|
|
|
|
UICon.updateMouseMovementViewer(Mouse_X);
|
|
|
|
|
UICon.updateRewardViewer(nonReward, shootReward, shootWithoutReadyReward, hitReward, winReward, loseReward, killReward);
|
|
|
|
|
cameraControl(Mouse_X, 0);
|
|
|
|
|
moveAgent(kW, kS, kA, kD);
|
|
|
|
|
float thisRoundReward = rewardCalculate();
|
|
|
|
|
|
|
|
|
|
//判断结束
|
|
|
|
|
int finished = checkFinish();
|
|
|
|
|
if (finished == 1)
|
|
|
|
|
{
|
|
|
|
|
//Win Finished
|
|
|
|
|
HistoryRec.addRealTimeReward(winReward);
|
|
|
|
|
HistoryRec.EPTotalRewardsUpdate();
|
|
|
|
|
UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
|
|
|
|
|
UICon.resetStepChart();
|
|
|
|
|
UICon.resetCounterChat();
|
|
|
|
|
EP += 1;
|
|
|
|
|
SetReward(winReward);
|
|
|
|
|
Debug.Log("reward = " + winReward);
|
|
|
|
|
EndEpisode();
|
|
|
|
|
}
|
|
|
|
|
else if(finished == 2)
|
|
|
|
|
{
|
|
|
|
|
//Lose Finished
|
|
|
|
|
HistoryRec.addRealTimeReward(loseReward);
|
|
|
|
|
HistoryRec.EPTotalRewardsUpdate();
|
|
|
|
|
UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
|
|
|
|
|
UICon.resetStepChart();
|
|
|
|
|
UICon.resetCounterChat();
|
|
|
|
|
EP += 1;
|
|
|
|
|
SetReward(loseReward);
|
|
|
|
|
Debug.Log("reward = " + loseReward);
|
|
|
|
|
EndEpisode();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// game not over yet
|
|
|
|
|
HistoryRec.addRealTimeReward(thisRoundReward);
|
|
|
|
|
UICon.stepUpdateChart(step, thisRoundReward);
|
|
|
|
|
step += 1;
|
|
|
|
|
SetReward(thisRoundReward);
|
|
|
|
|
Debug.Log("reward = " + thisRoundReward);
|
|
|
|
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}
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}
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// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
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// 控制调试
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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//
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//-------------------BUILD
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ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
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ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
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int kW = 0;
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int kS = 0;
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int kA = 0;
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int kD = 0;
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if (Input.GetKey(KeyCode.W))
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{
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kW = 1;
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}
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if (Input.GetKey(KeyCode.S))
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{
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kS = 1;
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}
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if (Input.GetKey(KeyCode.A))
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{
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kA = 1;
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}
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if (Input.GetKey(KeyCode.D))
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{
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kD = 1;
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}
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discreteActions[0] = kW;
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discreteActions[1] = kS;
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discreteActions[2] = kA;
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discreteActions[3] = kD;
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if (Input.GetMouseButton(0))
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{
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// Debug.Log("mousebuttonhit");
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shoot = 1;
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}
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discreteActions[4] = shoot;
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//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
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//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
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float Mouse_X = Input.GetAxis("Mouse X") * mouseXSensitivity * Time.deltaTime;
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float Mouse_Y = Input.GetAxis("Mouse Y") * mouseYSensitivity * Time.deltaTime;
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continuousActions[0] = Mouse_X;
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//continuousActions[1] = nonReward;
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//continuousActions[2] = shootReward;
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//continuousActions[3] = shootWithoutReadyReward;
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//continuousActions[4] = hitReward;
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//continuousActions[5] = winReward;
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//continuousActions[6] = loseReward;
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//continuousActions[7] = killReward;
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//continuousActions[1] = Mouse_Y;
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//continuousActions[2] = timeLimit;
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//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
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}
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}
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