Unity: No more detect Closest enemy info. Add different density sensor let agent get more state information on the center of view. Adjust Start Scene UI manager. Add in game visible rayCast & information that rayCast detect. Python: Start use mypy black and flake8 to format Python.
182 lines
7.1 KiB
C#
182 lines
7.1 KiB
C#
using System;
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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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/*该scrip用于创建复数条ray于视角内,并探测被ray射到的物体*/
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public class RaySensors : MonoBehaviour
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{
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public Camera agentCam;
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public Material lineMeterial;
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public GameObject rayInfoPrefab;
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public GameObject agentCanvas;
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[SerializeField, Range(0, 500)] public float viewDistance = 100; // how long the ray can detect
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//[SerializeField, Range(0, 1)] public float totalRange = 1f; // Total view range Max = 1
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[SerializeField, Range(0, 1)] public float focusRange = 0.15f; // center focus range
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public int halfOuterRayNum = 3; // >=2
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public int focusRayNum = 5; // >= 1 and must be odd num!
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[Header("InGameLineSetting")]
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public bool showInGameRay = true;
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public bool showDebugRay = true;
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public bool showInGameRayInfo = true;
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public float lineWidth = 0.05f;
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[Header("RayCastResult")]
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public float[] rayTagResult;
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public float[] rayDisResult;
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[System.NonSerialized] public int totalRayNum;
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GameObject[] linesOBJ;
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GameObject[] rayInfoOBJ;
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LineRenderer[] lineRenderers;
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rayInfoUI[] rayInfoUIs;
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private void Start()
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{
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totalRayNum = halfOuterRayNum * 2 + focusRayNum;
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rayTagResult = new float[totalRayNum];
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rayDisResult = new float[totalRayNum];
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linesOBJ = new GameObject[totalRayNum];
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lineRenderers = new LineRenderer[totalRayNum];
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rayInfoOBJ = new GameObject[totalRayNum];
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rayInfoUIs = new rayInfoUI[totalRayNum];
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for(int i = 0; i < totalRayNum; i++)
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{
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linesOBJ[i] = new GameObject();
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linesOBJ[i].name = "rayCastLine-" + Convert.ToString(i);
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linesOBJ[i].transform.parent = agentCam.transform;
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linesOBJ[i].AddComponent<LineRenderer>();
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lineRenderers[i] = linesOBJ[i].GetComponent<LineRenderer>();
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lineRenderers[i].material = lineMeterial;
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rayInfoOBJ[i] = (GameObject)Instantiate(rayInfoPrefab);
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rayInfoOBJ[i].transform.SetParent(agentCanvas.transform,false);
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rayInfoOBJ[i].name = "rayInfo-" + Convert.ToString(i);
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rayInfoUIs[i] = rayInfoOBJ[i].GetComponent<rayInfoUI>();
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}
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}
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static int tagToInt(string tag)
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{
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switch (tag)
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{
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case "Wall":
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return 1;
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case "Enemy":
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return 2;
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default:
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return 0;
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}
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}
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private void singleRaycastUpdate(Ray ray,LineRenderer thisLineRenderer,rayInfoUI thisRayInfoUI, out float rayTagResult, out float rayDisResult)
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{
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// get Raycast hit infomation and return Tag and distance
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RaycastHit thisHit;
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Color rayColor = Color.cyan;
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float lineLength = viewDistance;
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string rayInfoText = "";
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Vector3 rayInfoPosition;
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if (Physics.Raycast(ray, out thisHit, viewDistance)) // 若在viewDistance范围内有碰撞
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{
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rayInfoText = thisHit.collider.tag;
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rayTagResult = tagToInt(thisHit.collider.tag);
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rayDisResult = thisHit.distance;
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lineLength = rayDisResult;
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rayInfoText += "\n" + Convert.ToString(rayDisResult);
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//输出log
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switch (rayTagResult)
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{
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case 1:// Wall
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rayColor = Color.white;
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break;
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case 2: // Enemy
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rayColor = Color.red;
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break;
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case -1: // Hit Nothing
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rayColor = Color.gray;
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break;
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default: // default,got wrong
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rayColor = Color.cyan;
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break;
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}
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}
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else // 若在viewDistance范围无碰撞
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{
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rayTagResult = -1f;
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rayDisResult = -1f;
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//输出log
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//Debug.Log(0);
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//Debug.Log(0);
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}
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rayInfoPosition = ray.origin + (ray.direction * lineLength);
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if (showInGameRay)
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{
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drawLine(ray, lineLength, thisLineRenderer, rayColor);
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}
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else
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{
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turnOffLine(thisLineRenderer, rayColor);
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}
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// drawRay in game
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if (showInGameRayInfo) thisRayInfoUI.updateInfo(rayInfoText, rayInfoPosition, rayColor);
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// Show log
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if (showDebugRay) Debug.DrawRay(ray.origin, ray.direction * viewDistance, rayColor); // drawRay in debug
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// Debug.Log(ray.origin + ray.direction);
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// Debug.Log(rayTagResult);
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// Debug.Log(tagToInt(thisHit.collider.tag));
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}
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private void drawLine(Ray ray,float lineLength, LineRenderer thisLineRenderer, Color lineColor)
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{
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thisLineRenderer.startColor = lineColor;
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thisLineRenderer.endColor = lineColor;
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thisLineRenderer.startWidth = lineWidth;
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thisLineRenderer.endWidth = lineWidth;
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thisLineRenderer.SetPosition(0, ray.origin);
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thisLineRenderer.SetPosition(1, ray.origin + (ray.direction * lineLength));
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}
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private void turnOffLine(LineRenderer thisLineRenderer, Color lineColor)
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{
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thisLineRenderer.startColor = lineColor;
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thisLineRenderer.endColor = lineColor;
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thisLineRenderer.startWidth = 0f;
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thisLineRenderer.endWidth = 0f;
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thisLineRenderer.SetPosition(0, new Vector3(0, 0, 0));
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thisLineRenderer.SetPosition(1, new Vector3(0, 0, 0));
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}
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public void updateRayInfo()
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{
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float focusLEdge = agentCam.pixelWidth * (1 - focusRange) / 2;
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float focusREdge = agentCam.pixelWidth * (1 + focusRange) / 2;
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float thisCamPixelHeight = agentCam.pixelHeight;
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for (int i = 0; i < halfOuterRayNum; i++) // create left outside rays; 0 ~ focusLeftEdge
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{
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Vector3 point = new Vector3(i * focusLEdge / (halfOuterRayNum - 1), thisCamPixelHeight / 2, 0);
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Ray thisRay = agentCam.ScreenPointToRay(point);
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singleRaycastUpdate(thisRay,lineRenderers[i], rayInfoUIs[i] , out rayTagResult[i], out rayDisResult[i]);
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}
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for (int i = 0; i < halfOuterRayNum; i++) // create right outside rays; focusRightEdge ~ MaxPixelHeight
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{
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Vector3 point = new Vector3(focusREdge + (i * focusLEdge / (halfOuterRayNum - 1)), thisCamPixelHeight / 2, 0);
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Ray thisRay = agentCam.ScreenPointToRay(point);
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singleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum + i], rayInfoUIs[halfOuterRayNum + i], out rayTagResult[halfOuterRayNum + i], out rayDisResult[halfOuterRayNum + i]);
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}
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for (int i = 0; i < focusRayNum; i++) // create center focus rays; focusLeftEdge ~ focusLeftEdge
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{
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Vector3 point = new Vector3(focusLEdge + ((i + 1) * (focusREdge - focusLEdge) / (focusRayNum + 1)), thisCamPixelHeight / 2, 0);
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Ray thisRay = agentCam.ScreenPointToRay(point);
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singleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum*2 + i], out rayDisResult[halfOuterRayNum*2 + i]);
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}
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}
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}
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