using System; using System.Reflection; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEditor; using Unity.MLAgents; using Unity.MLAgents.Sensors; using Unity.MLAgents.Actuators; using XCharts; using XCharts.Runtime; /*主要ML-Agent控制*/ public class AgentWithGun : Agent { public GameObject thisAgentObj; public Transform thisAgent; public Camera thisCam; public CharacterController PlayerController; public GameObject enemyPrefab; public GameObject cameraChangerOBJ; [Header("Rewards")] [Tooltip("Nothing happened reward")] public float nonRewardDefault = -0.05f; [Tooltip("Agent Do shoot action reward")] public float shootRewardDefault = -0.1f; [Tooltip("Agent Do shoot action but gun is not read")] public float shootWithoutReadyRewardDefault = -1.0f; [Tooltip("Hit Enemy reward")] public float hitRewardDefault = 2.0f; [Tooltip("Episode Win reward")] public float winRewardDefault = 10.0f; [Tooltip("Episode Lose reward")] public float loseRewardDefault = -10.0f; [Tooltip("Enemy down reward")] public float killRewardDefault = 5.0f; [Header("Env")] public bool lockMouse = false; public float Damage = 50; // damage to enemy public float fireRate = 0.5f; public int enemyNum = 3; public int timeLimit = 30; public bool lockCameraX = false; public bool lockCameraY = true; //public Vector3 startPosition = new Vector3(9, 1, 18); public int minEnemyAreaX = -12; public int maxEnemyAreaX = 11; public int minEnemyAreaY = -20; public int maxEnemyAreaY = 20; public int minAgentAreaX = -12; public int maxAgentAreaX = 11; public int minAgentAreaY = -28; public int maxAgentAreaY = -22; [Header("GetAxis() Simulate")] public float MoveSpeed = 2.0f; public float vX = 0f; public float vZ = 0f; public float acceleration = 0.1f; // 加速度 public float mouseXSensitivity = 100; public float mouseYSensitivity = 200; 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 private float startTime = 0; private int shoot = 0; private float lastShootTime = 0.0f; private int nowEnemyNum = 0; private int enemyKillCount = 0; private int step = 0; private int EP = 0; private string LoadDirDate; private string LoadDirTime; private float LoadDirDateF; private float loadDirTimeF; public bool defaultTPCamera = true; private bool gunReadyToggle = true; private StartSeneData DataTransfer; private UIController UICon; private HistoryRecorder HistoryRec; private RaySensors rayScript; private CameraChange camChanger; [System.NonSerialized] public float nonReward; [System.NonSerialized] public float shootReward; [System.NonSerialized] public float shootWithoutReadyReward; [System.NonSerialized] public float hitReward; [System.NonSerialized] public float winReward; [System.NonSerialized] public float loseReward; [System.NonSerialized] public float killReward; [System.NonSerialized] public float saveNow = 0; [System.NonSerialized] public int remainTime; void Start() { try { // get DataTranfer DataTransfer = GameObject.Find("StartSeneDataTransfer").GetComponent(); // Enemy Num enemyNum = DataTransfer.EnemyNum; // Time Limit timeLimit = DataTransfer.Timelim; // get load directory. LoadDirDate = DataTransfer.LoadDirDate; LoadDirTime = DataTransfer.LoadDirTime; LoadDirDateF = float.Parse(LoadDirDate); loadDirTimeF = float.Parse(LoadDirTime); // get Default reward. nonRewardDefault = DataTransfer.nonReward; shootRewardDefault = DataTransfer.shootReward; shootWithoutReadyRewardDefault = DataTransfer.shootWithoutReadyReward; hitRewardDefault = DataTransfer.hitReward; killRewardDefault = DataTransfer.killReward; winRewardDefault = DataTransfer.winReward; loseRewardDefault = DataTransfer.loseReward; lockMouse = DataTransfer.lockMouse; defaultTPCamera = DataTransfer.defaultTPCamera; // change Decision Period & Take Actions Between Decisions transform.GetComponent().DecisionPeriod = DataTransfer.DecisionPeriod; transform.GetComponent().TakeActionsBetweenDecisions = DataTransfer.ActionsBetweenDecisions; } catch (NullReferenceException) { // Enemy Num enemyNum = 3; // Time Limit timeLimit = 30; // get load directory. LoadDirDate = "0"; LoadDirTime = "0"; LoadDirDateF = float.Parse(LoadDirDate); loadDirTimeF = float.Parse(LoadDirTime); // get Default reward. nonRewardDefault = -0.05f; shootRewardDefault = -0.06f; shootWithoutReadyRewardDefault = -0.06f; hitRewardDefault = 5.0f; killRewardDefault = 10.0f; winRewardDefault = 20.0f; loseRewardDefault = -10.0f; // change Decision Period & Take Actions Between Decisions transform.GetComponent().DecisionPeriod = 1; transform.GetComponent().TakeActionsBetweenDecisions = true; } finally { UICon = transform.GetComponent(); HistoryRec = transform.GetComponent(); rayScript = GetComponent(); camChanger = cameraChangerOBJ.GetComponent(); // give default Reward to Reward value will be used. nonReward = nonRewardDefault; shootReward = shootRewardDefault; shootWithoutReadyReward = shootWithoutReadyRewardDefault; hitReward = hitRewardDefault; winReward = winRewardDefault; loseReward = loseRewardDefault; killReward = killRewardDefault; //initialize remainTime remainTime = (int)(timeLimit - Time.time + startTime); // change default camera view if (defaultTPCamera) { camChanger.ShowTPSView(); } else { camChanger.ShowFPSView(); } } } /* ----------此Update用于debug,Build前删除或注释掉!----------*/ /*void Update() { //Debug.Log(RaySensors.rayTagResult[0]); }*/ /* ----------此Update用于debug,Build前删除或注释掉!----------*/ // --------------初始化--------------- // randomInitEnemys随机生成enemy public void randomInitEnemys(int EnemyNum) { for (int i = 0; i < EnemyNum; i++) { int randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX); int randZ = UnityEngine.Random.Range(minEnemyAreaY, maxEnemyAreaY); int Y = 1; Instantiate(enemyPrefab, new Vector3(randX, Y, randZ), Quaternion.identity); } } // --------------初始化--------------- // randomInitAgent随机位置初始化Agent public void randomInitAgent() { int randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); int randZ = UnityEngine.Random.Range(minAgentAreaY, maxAgentAreaY); int Y = 1; Vector3 initAgentLoc = new Vector3(randX, Y, randZ); thisAgent.localPosition = initAgentLoc; } // ------------动作处理-------------- // moveAgent 用于模拟Input.GetAxis移动 public void moveAgent(int vertical, int horizontal) { Vector3 thisMovement; if (horizontal != 0)//当按下按键(水平方向) { if (vX < MoveSpeed && vX > -MoveSpeed)//当前速度小于最大速度 { vX += (float)horizontal * acceleration;//增加加速度 } else { //防止在一瞬间切换输入时速度仍保持不变 if ((vX * horizontal) > 0)//输入与当前速度方向同向 { vX = (float)horizontal * MoveSpeed; //限制最大速度 } else { vX += (float)horizontal * acceleration;//增加加速度 } } } else { if (Math.Abs(vX) > 0.001) { vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度 } else { vX = 0; } } if (vertical != 0)//当按下按键(垂直方向) { if (vZ < MoveSpeed && vZ > -MoveSpeed)//当前速度小于最大速度 { vZ += (float)vertical * acceleration;//增加加速度 } else { if ((vZ * vertical) > 0)//输入与当前速度方向同向 { vZ = (float)vertical * MoveSpeed; //限制最大速度 } else { vZ += (float)vertical * acceleration;//增加加速度 } } } else { if (Math.Abs(vZ) > 0.001) { vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度 } else { vZ = 0; } } thisMovement = (transform.forward * vZ + transform.right * vX) * MoveSpeed; //PlayerController下的.Move为实现物体运动的函数 //Move()括号内放入一个Vector3类型的量,本例中为Player_Move PlayerController.Move(thisMovement * Time.deltaTime); // update Key Viewer } // ------------动作处理-------------- // cameraControl 用于控制Agent视角转动 public void cameraControl(float Mouse_X, float Mouse_Y) { //Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime; //Debug.Log(Input.GetAxis("Mouse X")); //Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime; if (lockCameraX) { Mouse_X = 0; } if (lockCameraY) { Mouse_Y = 0; } yRotation = yRotation - Mouse_Y; //xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移 //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 //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 //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 //limit UP DOWN between -90 -> 90 yRotation = Mathf.Clamp(yRotation, -90f, 90f); //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 } // GotKill 获得击杀时用于被呼出 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); UICon.updateShootKeyViewer(shoot, gunReadyToggle); //按下鼠标左键 if (shoot != 0 && gunReadyToggle == 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().ReactToHit(Damage, thisAgentObj); shoot = 0; return hitReward; } } shoot = 0; return shootReward; } else if (shoot != 0 && gunReadyToggle == 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; // hide and lock the mouse } //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 enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances //List enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances rayScript.updateRayInfo(); float[] myObserve = { thisAgent.position.x, thisAgent.position.y, thisAgent.position.z, thisAgent.rotation.w }; 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 //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) //sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z //sensor.AddObservation(raySensorNum); // raySensor数量 int gunReadyToggle = gunReady(); sensor.AddObservation(gunReadyToggle); // save gun is ready? sensor.AddObservation(LoadDirDateF); // 用于loadModel的第一级dir sensor.AddObservation(loadDirTimeF); // 用于loadModel的第二级dir sensor.AddObservation(saveNow); // sent saveNow Toggle to python let agent save weights saveNow = 0; // reset saveNow Toggle //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 vertical = actionBuffers.DiscreteActions[0]; int horizontal = actionBuffers.DiscreteActions[1]; int mouseShoot = actionBuffers.DiscreteActions[2]; float Mouse_X = actionBuffers.ContinuousActions[0]; if (vertical == 2) vertical = -1; if (horizontal == 2) horizontal = -1; remainTime = (int)(timeLimit - Time.time + startTime); //应用输入 shoot = mouseShoot; HistoryRec.realTimeKeyCounter(vertical, horizontal, shoot); (int kWCount, int kSCount, int kACount, int kDCount, int shootCount) = HistoryRec.getKeyCount(); UICon.updateRemainTime(remainTime); UICon.updateRemainEnemy(enemyNum); UICon.updateWASDKeyViewer(vertical, horizontal); 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(vertical, horizontal); 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); } } // ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS // 控制调试 public override void Heuristic(in ActionBuffers actionsOut) { // //-------------------BUILD ActionSegment continuousActions = actionsOut.ContinuousActions; ActionSegment discreteActions = actionsOut.DiscreteActions; int vertical = 0; int horizontal = 0; if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S)) { vertical = 1; } else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W)) { vertical = -1; } else { vertical = 0; } if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A)) { horizontal = 1; } else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D)) { horizontal = -1; } else { horizontal = 0; } if (Input.GetMouseButton(0)) { // Debug.Log("mousebuttonhit"); shoot = 1; } else { shoot = 0; } discreteActions[0] = vertical; discreteActions[1] = horizontal; discreteActions[2] = shoot; //^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^ //vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv float Mouse_X = Input.GetAxis("Mouse X") * mouseXSensitivity * Time.deltaTime; float Mouse_Y = Input.GetAxis("Mouse Y") * mouseYSensitivity * Time.deltaTime; continuousActions[0] = Mouse_X; //continuousActions[1] = nonReward; //continuousActions[2] = shootReward; //continuousActions[3] = shootWithoutReadyReward; //continuousActions[4] = hitReward; //continuousActions[5] = winReward; //continuousActions[6] = loseReward; //continuousActions[7] = killReward; //continuousActions[1] = Mouse_Y; //continuousActions[2] = timeLimit; //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^ } }