V3.1.3 优化代码
分离AgentController和MLAgentsController
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@ -6063,40 +6064,6 @@ MonoBehaviour:
|
|||||||
m_UseChildSensors: 1
|
m_UseChildSensors: 1
|
||||||
m_UseChildActuators: 1
|
m_UseChildActuators: 1
|
||||||
m_ObservableAttributeHandling: 0
|
m_ObservableAttributeHandling: 0
|
||||||
--- !u!114 &629870340
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 629870337}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_EditorHideFlags: 0
|
|
||||||
m_Script: {fileID: 11500000, guid: 4faf6e358e53cc24582eaff8dd830f97, type: 3}
|
|
||||||
m_Name:
|
|
||||||
m_EditorClassIdentifier:
|
|
||||||
agentParameters:
|
|
||||||
maxStep: 0
|
|
||||||
hasUpgradedFromAgentParameters: 1
|
|
||||||
MaxStep: 0
|
|
||||||
parameterContainerObj: {fileID: 707336050}
|
|
||||||
environmentObj: {fileID: 749443372}
|
|
||||||
enemyContainerObj: {fileID: 891195334}
|
|
||||||
sceneBlockContainerObj: {fileID: 1811162388}
|
|
||||||
environmentUIControlObj: {fileID: 156390936}
|
|
||||||
targetControllerObj: {fileID: 1692325237}
|
|
||||||
HUDObj: {fileID: 2082200184}
|
|
||||||
thisCam: {fileID: 1633276149}
|
|
||||||
moveSpeed: 9
|
|
||||||
vX: 0
|
|
||||||
vZ: 0
|
|
||||||
thisMovement: {x: 0, y: 0, z: 0}
|
|
||||||
acceleration: 0.9
|
|
||||||
mouseXSensitivity: 100
|
|
||||||
mouseYSensitivity: 200
|
|
||||||
yRotation: 0.1
|
|
||||||
oneHotRayTag: 1
|
|
||||||
defaultTPCamera: 1
|
|
||||||
--- !u!114 &629870341
|
--- !u!114 &629870341
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -6193,6 +6160,56 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
isDead: 0
|
isDead: 0
|
||||||
maxHP: 100
|
maxHP: 100
|
||||||
|
--- !u!114 &629870346
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
|
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|
m_GameObject: {fileID: 629870337}
|
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|
m_Enabled: 1
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|
m_EditorHideFlags: 0
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|
m_Script: {fileID: 11500000, guid: 427cc67643922b245b572721bea0462d, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
agentParameters:
|
||||||
|
maxStep: 0
|
||||||
|
hasUpgradedFromAgentParameters: 1
|
||||||
|
MaxStep: 0
|
||||||
|
paramContainerObj: {fileID: 707336050}
|
||||||
|
targetControllerObj: {fileID: 1692325237}
|
||||||
|
environmentUIObj: {fileID: 156390936}
|
||||||
|
hudUIObj: {fileID: 2082200184}
|
||||||
|
oneHotRayTag: 1
|
||||||
|
--- !u!114 &629870347
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
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|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
|
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|
m_GameObject: {fileID: 629870337}
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|
m_Enabled: 1
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|
m_EditorHideFlags: 0
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|
m_Script: {fileID: 11500000, guid: a899ce3efe4b8384a8cc2e43cc761b71, type: 3}
|
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|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
parameterContainerObj: {fileID: 707336050}
|
||||||
|
environmentObj: {fileID: 749443372}
|
||||||
|
enemyContainerObj: {fileID: 891195334}
|
||||||
|
sceneBlockContainerObj: {fileID: 1811162388}
|
||||||
|
environmentUIControlObj: {fileID: 156390936}
|
||||||
|
targetControllerObj: {fileID: 1692325237}
|
||||||
|
HUDObj: {fileID: 2082200184}
|
||||||
|
thisCam: {fileID: 1633276149}
|
||||||
|
moveSpeed: 9
|
||||||
|
vX: 0
|
||||||
|
vZ: 0
|
||||||
|
thisMovement: {x: 0, y: 0, z: 0}
|
||||||
|
acceleration: 0.1
|
||||||
|
mouseXSensitivity: 100
|
||||||
|
mouseYSensitivity: 200
|
||||||
|
yRotation: 0.1
|
||||||
|
defaultTPCamera: 1
|
||||||
--- !u!1 &636386815
|
--- !u!1 &636386815
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
401
Assets/Script/InGame/AgentController.cs
Normal file
401
Assets/Script/InGame/AgentController.cs
Normal file
@ -0,0 +1,401 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class AgentController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject parameterContainerObj;
|
||||||
|
public GameObject environmentObj;
|
||||||
|
public GameObject enemyContainerObj;
|
||||||
|
public GameObject sceneBlockContainerObj;
|
||||||
|
public GameObject environmentUIControlObj;
|
||||||
|
public GameObject targetControllerObj;
|
||||||
|
public GameObject HUDObj;
|
||||||
|
public Camera thisCam;
|
||||||
|
|
||||||
|
[Header("GetAxis() Simulate")]
|
||||||
|
public float moveSpeed = 9.0f;
|
||||||
|
|
||||||
|
public float vX = 0f;
|
||||||
|
public float vZ = 0f;
|
||||||
|
public Vector3 thisMovement;
|
||||||
|
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 List<float> spinRecord = new List<float>();
|
||||||
|
private bool lockMouse;
|
||||||
|
private float damage;
|
||||||
|
private float fireRate;
|
||||||
|
private bool lockCameraX;
|
||||||
|
private bool lockCameraY;
|
||||||
|
|
||||||
|
// environment
|
||||||
|
private float lastShootTime = 0.0f;
|
||||||
|
|
||||||
|
private int enemyKillCount = 0;
|
||||||
|
private Vector3 killEnemyPosition;
|
||||||
|
public bool defaultTPCamera = true;
|
||||||
|
|
||||||
|
[System.NonSerialized] public bool gunReadyToggle = true;
|
||||||
|
private string myTag = "";
|
||||||
|
private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
|
||||||
|
private float lastTargetFacingDistance = 0f; // record last target facing minimum distance
|
||||||
|
|
||||||
|
// scripts
|
||||||
|
private RaySensors raySensors;
|
||||||
|
|
||||||
|
private CharacterController playerController;
|
||||||
|
private ParameterContainer paramContainer;
|
||||||
|
private SceneBlockContainer blockContainer;
|
||||||
|
private TargetController targetCon;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
// initialize scripts
|
||||||
|
paramContainer = parameterContainerObj.GetComponent<ParameterContainer>();
|
||||||
|
blockContainer = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
|
||||||
|
targetCon = targetControllerObj.GetComponent<TargetController>();
|
||||||
|
raySensors = GetComponent<RaySensors>();
|
||||||
|
playerController = this.transform.GetComponent<CharacterController>();
|
||||||
|
|
||||||
|
// initialize Environment parameters
|
||||||
|
lockMouse = paramContainer.lockMouse;
|
||||||
|
damage = paramContainer.damage;
|
||||||
|
fireRate = paramContainer.fireRate;
|
||||||
|
lockCameraX = paramContainer.lockCameraX;
|
||||||
|
lockCameraY = paramContainer.lockCameraY;
|
||||||
|
|
||||||
|
// initialize remainTime
|
||||||
|
// this agent's tag
|
||||||
|
myTag = gameObject.tag;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------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);
|
||||||
|
//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
|
||||||
|
if (thisMovement.magnitude > moveSpeed)
|
||||||
|
{
|
||||||
|
thisMovement = thisMovement.normalized * moveSpeed;
|
||||||
|
}
|
||||||
|
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
|
||||||
|
transform.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 KillRecord(Vector3 thiskillEnemyPosition)
|
||||||
|
{
|
||||||
|
enemyKillCount += 1;
|
||||||
|
killEnemyPosition = thiskillEnemyPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ballistic 射击弹道处理,并返回获得reward
|
||||||
|
private float Ballistic(int shootState)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
//按下鼠标左键
|
||||||
|
if (shootState != 0 && gunReadyToggle == true)
|
||||||
|
{
|
||||||
|
lastShootTime = Time.time;
|
||||||
|
if (Physics.Raycast(ray, out hit, 100))
|
||||||
|
{
|
||||||
|
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
|
||||||
|
{
|
||||||
|
// kill enemy
|
||||||
|
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
|
||||||
|
gotHitObj.GetComponent<States>().ReactToHit(damage, gameObject);
|
||||||
|
shootState = 0;
|
||||||
|
return targetCon.HitEnemyReward(gotHitObj.transform.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
|
||||||
|
{
|
||||||
|
// while if attack mode
|
||||||
|
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
|
||||||
|
if (targetDis <= raySensors.viewDistance)
|
||||||
|
{
|
||||||
|
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
|
||||||
|
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position) <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
|
||||||
|
{
|
||||||
|
// im shooting at target but didn't hit enemy
|
||||||
|
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
|
||||||
|
return paramContainer.shootTargetAreaReward;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
shootState = 0;
|
||||||
|
return paramContainer.shootReward;
|
||||||
|
}
|
||||||
|
else if (shootState != 0 && gunReadyToggle == false)
|
||||||
|
{
|
||||||
|
// shoot without ready
|
||||||
|
shootState = 0;
|
||||||
|
return paramContainer.shootWithoutReadyReward;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// do not shoot
|
||||||
|
shootState = 0;
|
||||||
|
return paramContainer.nonReward;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private float FacingReward()
|
||||||
|
{
|
||||||
|
float thisReward = 0;
|
||||||
|
bool isFacingtoEnemy = false;
|
||||||
|
float enemyFacingDistance = 0f;
|
||||||
|
Ray ray = thisCam.ScreenPointToRay(new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0));
|
||||||
|
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free)
|
||||||
|
{
|
||||||
|
//free mode
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(ray, out hit, 100))
|
||||||
|
{
|
||||||
|
// facing to an enemy
|
||||||
|
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
|
||||||
|
{
|
||||||
|
thisReward = paramContainer.facingReward;
|
||||||
|
isFacingtoEnemy = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy)
|
||||||
|
{
|
||||||
|
// have enemy in view
|
||||||
|
List<float> projectionDis = new List<float>();
|
||||||
|
foreach (GameObject thisEnemy in raySensors.inViewEnemies)
|
||||||
|
{
|
||||||
|
// for each enemy in view
|
||||||
|
Vector3 projection = Vector3.Project(thisEnemy.transform.position - transform.position, (ray.direction * 10));
|
||||||
|
Vector3 verticalToRay = transform.position + projection - thisEnemy.transform.position;
|
||||||
|
projectionDis.Add(verticalToRay.magnitude);
|
||||||
|
// Debug.Log("enemy!" + verticalToRay.magnitude);
|
||||||
|
// Debug.DrawRay(transform.position, (ray.direction * 100), Color.cyan);
|
||||||
|
// Debug.DrawRay(transform.position, thisEnemy.transform.position - transform.position, Color.yellow);
|
||||||
|
// Debug.DrawRay(transform.position, projection, Color.blue);
|
||||||
|
// Debug.DrawRay(thisEnemy.transform.position, verticalToRay, Color.magenta);
|
||||||
|
}
|
||||||
|
enemyFacingDistance = projectionDis.Min();
|
||||||
|
if (enemyFacingDistance <= lastEnemyFacingDistance)
|
||||||
|
{
|
||||||
|
// closing to enemy
|
||||||
|
thisReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
thisReward = 0;
|
||||||
|
}
|
||||||
|
// enemy in view Reward
|
||||||
|
lastEnemyFacingDistance = enemyFacingDistance;
|
||||||
|
if (thisReward >= paramContainer.facingReward) thisReward = paramContainer.facingReward; // limit
|
||||||
|
if (thisReward <= -paramContainer.facingReward) thisReward = -paramContainer.facingReward; // limit
|
||||||
|
// Debug.Log("ninimum = " + thisReward);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
|
||||||
|
{
|
||||||
|
// attack mode
|
||||||
|
// Target to Agent distance
|
||||||
|
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
|
||||||
|
// center of screen between target's distance
|
||||||
|
float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position);
|
||||||
|
if (targetDis <= raySensors.viewDistance)
|
||||||
|
{
|
||||||
|
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
|
||||||
|
// while center of screen between target's distance is lower than firebasesAreaDiameter
|
||||||
|
// while facing to target
|
||||||
|
if (camCenterToTarget <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
|
||||||
|
{
|
||||||
|
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
|
||||||
|
|
||||||
|
thisReward = paramContainer.facingReward;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// while not facing to target
|
||||||
|
thisReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// update lastTargetFacingDistance
|
||||||
|
lastTargetFacingDistance = camCenterToTarget;
|
||||||
|
}
|
||||||
|
return thisReward;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------Reward--------------
|
||||||
|
// rewardCalculate 计算本动作的Reward
|
||||||
|
public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState)
|
||||||
|
{
|
||||||
|
float epreward = 0f;
|
||||||
|
// 击杀reward判断
|
||||||
|
if (enemyKillCount > 0)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < enemyKillCount; i++)
|
||||||
|
{
|
||||||
|
// get
|
||||||
|
epreward += targetCon.KillReward(killEnemyPosition);
|
||||||
|
}
|
||||||
|
enemyKillCount = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
enemyKillCount = 0;
|
||||||
|
}
|
||||||
|
// 射击动作reward判断
|
||||||
|
epreward += Ballistic(shootState) + sceneReward;
|
||||||
|
// facing reward
|
||||||
|
epreward += FacingReward();
|
||||||
|
// Penalty
|
||||||
|
// spin penalty
|
||||||
|
spinRecord.Add(mouseX);
|
||||||
|
if (spinRecord.Count >= paramContainer.spinRecordMax)
|
||||||
|
{
|
||||||
|
spinRecord.RemoveAt(0);
|
||||||
|
}
|
||||||
|
float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty);
|
||||||
|
if (spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
|
||||||
|
{
|
||||||
|
epreward -= spinPenaltyReward;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
epreward -= Math.Abs(mouseX) * paramContainer.mousePenalty;
|
||||||
|
}
|
||||||
|
// move penalty
|
||||||
|
if (movement != 0)
|
||||||
|
{
|
||||||
|
epreward -= paramContainer.movePenalty;
|
||||||
|
}
|
||||||
|
return epreward;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateLockMouse()
|
||||||
|
{
|
||||||
|
// lock mouse based on paramContainer lockMouse
|
||||||
|
if (lockMouse)
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateGunState()
|
||||||
|
{
|
||||||
|
// update gun state
|
||||||
|
if ((Time.time - lastShootTime) >= fireRate)
|
||||||
|
{
|
||||||
|
gunReadyToggle = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
gunReadyToggle = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/InGame/AgentController.cs.meta
Normal file
11
Assets/Script/InGame/AgentController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a899ce3efe4b8384a8cc2e43cc761b71
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
247
Assets/Script/InGame/MLAgentsCustomController.cs
Normal file
247
Assets/Script/InGame/MLAgentsCustomController.cs
Normal file
@ -0,0 +1,247 @@
|
|||||||
|
using System;
|
||||||
|
using Unity.MLAgents;
|
||||||
|
using Unity.MLAgents.Actuators;
|
||||||
|
using Unity.MLAgents.Sensors;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class MLAgentsCustomController : Agent
|
||||||
|
{
|
||||||
|
public GameObject paramContainerObj;
|
||||||
|
public GameObject targetControllerObj;
|
||||||
|
public GameObject environmentUIObj;
|
||||||
|
public GameObject hudUIObj;
|
||||||
|
|
||||||
|
[Header("Env")]
|
||||||
|
public bool oneHotRayTag = true;
|
||||||
|
|
||||||
|
// script
|
||||||
|
private AgentController agentController;
|
||||||
|
private ParameterContainer paramContainer;
|
||||||
|
private TargetController targetController;
|
||||||
|
private EnvironmentUIControl envUIController;
|
||||||
|
private HUDController hudController;
|
||||||
|
private RaySensors raySensors;
|
||||||
|
|
||||||
|
// observation
|
||||||
|
private float[] myObserve = new float[4];
|
||||||
|
|
||||||
|
private float[] rayTagResult;
|
||||||
|
private float[] rayTagResultOnehot;
|
||||||
|
private float[] rayDisResult;
|
||||||
|
private float[] targetStates;
|
||||||
|
private float remainTime;
|
||||||
|
private float inAreaState;
|
||||||
|
|
||||||
|
private int finishedState;
|
||||||
|
private int step = 0;
|
||||||
|
private int EP = 0;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
agentController = transform.GetComponent<AgentController>();
|
||||||
|
raySensors = transform.GetComponent<RaySensors>();
|
||||||
|
paramContainer = paramContainerObj.GetComponent<ParameterContainer>();
|
||||||
|
targetController = targetControllerObj.GetComponent<TargetController>();
|
||||||
|
envUIController = environmentUIObj.GetComponent<EnvironmentUIControl>();
|
||||||
|
hudController = hudUIObj.GetComponent<HUDController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||||||
|
// env开始执行初始化
|
||||||
|
public override void OnEpisodeBegin()
|
||||||
|
{
|
||||||
|
Debug.LogWarning("GameState|START TEST!");
|
||||||
|
step = 0;
|
||||||
|
agentController.UpdateLockMouse();
|
||||||
|
paramContainer.ResetTimeBonusReward();
|
||||||
|
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
|
||||||
|
if (paramContainer.gameMode == 0)
|
||||||
|
{
|
||||||
|
// train mode
|
||||||
|
targetController.RollNewScene();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// play mode
|
||||||
|
targetController.PlayInitialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
// give default Reward to Reward value will be used.
|
||||||
|
if (hudController.chartOn)
|
||||||
|
{
|
||||||
|
envUIController.InitChart();
|
||||||
|
}
|
||||||
|
raySensors.UpdateRayInfo(); // update raycast
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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
|
||||||
|
/**myObserve[0] = transform.localPosition.x / raySensors.viewDistance;
|
||||||
|
myObserve[1] = transform.localPosition.y / raySensors.viewDistance;
|
||||||
|
myObserve[2] = transform.localPosition.z / raySensors.viewDistance;
|
||||||
|
myObserve[3] = transform.eulerAngles.y / 360f;**/
|
||||||
|
myObserve[0] = transform.localPosition.x;
|
||||||
|
myObserve[1] = transform.localPosition.y;
|
||||||
|
myObserve[2] = transform.localPosition.z;
|
||||||
|
myObserve[3] = transform.eulerAngles.y / 36f;
|
||||||
|
rayTagResult = raySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
|
||||||
|
rayTagResultOnehot = raySensors.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List<int>[](raySensorNum*Tags,1)
|
||||||
|
rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
|
||||||
|
targetStates = targetController.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter
|
||||||
|
remainTime = targetController.leftTime;
|
||||||
|
inAreaState = targetController.GetInAreaState();
|
||||||
|
agentController.UpdateGunState();
|
||||||
|
//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(targetStates);// (6) targettype, target x,y,z, firebasesAreaDiameter
|
||||||
|
sensor.AddObservation(inAreaState); // (1)
|
||||||
|
sensor.AddObservation(remainTime); // (1)
|
||||||
|
sensor.AddObservation(agentController.gunReadyToggle); // (1) save gun is ready?
|
||||||
|
sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1)
|
||||||
|
if (oneHotRayTag)
|
||||||
|
{
|
||||||
|
sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
sensor.AddObservation(rayTagResult);
|
||||||
|
}
|
||||||
|
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
|
||||||
|
envUIController.UpdateStateText(targetStates, inAreaState, remainTime, agentController.gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
|
||||||
|
/*foreach(float aaa in rayDisResult)
|
||||||
|
{
|
||||||
|
Debug.Log(aaa);
|
||||||
|
}
|
||||||
|
Debug.LogWarning("------------");*/
|
||||||
|
//sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
|
||||||
|
//sensor.AddObservation(raySensorNum); // raySensor数量 int
|
||||||
|
//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;
|
||||||
|
|
||||||
|
//应用输入
|
||||||
|
agentController.CameraControl(Mouse_X, 0);
|
||||||
|
agentController.MoveAgent(vertical, horizontal);
|
||||||
|
raySensors.UpdateRayInfo(); // update raycast
|
||||||
|
|
||||||
|
//判断结束
|
||||||
|
float sceneReward = 0f;
|
||||||
|
float endReward = 0f;
|
||||||
|
(finishedState, sceneReward, endReward) = targetController.CheckOverAndRewards();
|
||||||
|
float thisRoundReward = agentController.RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal), mouseShoot);
|
||||||
|
if (hudController.chartOn)
|
||||||
|
{
|
||||||
|
envUIController.UpdateChart(thisRoundReward);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
envUIController.RemoveChart();
|
||||||
|
}
|
||||||
|
//Debug.Log("reward = " + thisRoundReward);
|
||||||
|
if (finishedState != (int)TargetController.EndType.Running)
|
||||||
|
{
|
||||||
|
// Win or lose Finished
|
||||||
|
Debug.Log("Finish reward = " + thisRoundReward);
|
||||||
|
EP += 1;
|
||||||
|
string targetString = Enum.GetName(typeof(SceneBlockContainer.Targets), targetController.targetTypeInt);
|
||||||
|
switch (finishedState)
|
||||||
|
{
|
||||||
|
case (int)TargetController.EndType.Win:
|
||||||
|
Debug.LogWarning("Result|" + targetString + "|Win");
|
||||||
|
break;
|
||||||
|
|
||||||
|
case (int)TargetController.EndType.Lose:
|
||||||
|
Debug.LogWarning("Result|" + targetString + "|Lose");
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
Debug.LogWarning("TypeError");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
SetReward(thisRoundReward);
|
||||||
|
EndEpisode();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// game not over yet
|
||||||
|
step += 1;
|
||||||
|
}
|
||||||
|
SetReward(thisRoundReward);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||||||
|
// 控制调试
|
||||||
|
public override void Heuristic(in ActionBuffers actionsOut)
|
||||||
|
{
|
||||||
|
//-------------------BUILD
|
||||||
|
ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
|
||||||
|
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))
|
||||||
|
{
|
||||||
|
discreteActions[0] = 1;
|
||||||
|
}
|
||||||
|
else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
|
||||||
|
{
|
||||||
|
discreteActions[0] = -1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
discreteActions[0] = 0;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A))
|
||||||
|
{
|
||||||
|
discreteActions[1] = 1;
|
||||||
|
}
|
||||||
|
else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
|
||||||
|
{
|
||||||
|
discreteActions[1] = -1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
discreteActions[1] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetMouseButton(0))
|
||||||
|
{
|
||||||
|
// Debug.Log("mousebuttonhit");
|
||||||
|
discreteActions[2] = 1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
discreteActions[2] = 0;
|
||||||
|
}
|
||||||
|
//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
|
||||||
|
float Mouse_X = Input.GetAxis("Mouse X") * agentController.mouseXSensitivity * Time.deltaTime;
|
||||||
|
//float Mouse_Y = Input.GetAxis("Mouse Y") * agentController.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^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/InGame/MLAgentsCustomController.cs.meta
Normal file
11
Assets/Script/InGame/MLAgentsCustomController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 427cc67643922b245b572721bea0462d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -57,6 +57,10 @@ public void CreateNewBlock(Targets targetType, int blockType, Vector3 blockPosit
|
|||||||
thisBlock.group2Tag = tag2;
|
thisBlock.group2Tag = tag2;
|
||||||
sceneSize = thisBlock.blockSize;
|
sceneSize = thisBlock.blockSize;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
Debug.LogWarning("SceneBlock: CreateNewBlock: targetType not found!");
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -51,7 +51,7 @@ public enum EndType
|
|||||||
|
|
||||||
private int inArea = 0;
|
private int inArea = 0;
|
||||||
private float freeProb;
|
private float freeProb;
|
||||||
private float sceneSize;
|
private float sceneBlockSize;
|
||||||
private float lastDistance;
|
private float lastDistance;
|
||||||
public Vector3 targetPosition;
|
public Vector3 targetPosition;
|
||||||
private Vector3 targetLocalPosition;
|
private Vector3 targetLocalPosition;
|
||||||
@ -142,21 +142,7 @@ public void RollNewScene()
|
|||||||
{
|
{
|
||||||
// goto target spawn
|
// goto target spawn
|
||||||
Debug.Log("GOTO THIS TARGET!");
|
Debug.Log("GOTO THIS TARGET!");
|
||||||
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
|
SpawnSceneBlock(SceneBlockContainer.Targets.Go);
|
||||||
int randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length);
|
|
||||||
// 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);
|
|
||||||
targetPosition = new Vector3(randX, 0f, randZ);
|
|
||||||
// Init Agent position
|
|
||||||
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);
|
|
||||||
// set startDistance
|
// set startDistance
|
||||||
firstRewardFlag = true;
|
firstRewardFlag = true;
|
||||||
}
|
}
|
||||||
@ -164,21 +150,7 @@ public void RollNewScene()
|
|||||||
{
|
{
|
||||||
// attack target spawn
|
// attack target spawn
|
||||||
Debug.Log("ATTACK!");
|
Debug.Log("ATTACK!");
|
||||||
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
|
SpawnSceneBlock(SceneBlockContainer.Targets.Attack);
|
||||||
int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
|
||||||
// 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);
|
|
||||||
targetPosition = new Vector3(randX, 0f, randZ);
|
|
||||||
// Init Agent position
|
|
||||||
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);
|
|
||||||
// set startDistance
|
// set startDistance
|
||||||
firstRewardFlag = true;
|
firstRewardFlag = true;
|
||||||
targetEnemySpawnFinish = false;
|
targetEnemySpawnFinish = false;
|
||||||
@ -187,21 +159,7 @@ public void RollNewScene()
|
|||||||
{
|
{
|
||||||
// defence target spawn
|
// defence target spawn
|
||||||
Debug.Log("DEFENCE!");
|
Debug.Log("DEFENCE!");
|
||||||
targetTypeInt = (int)SceneBlockContainer.Targets.Defence;
|
SpawnSceneBlock(SceneBlockContainer.Targets.Defence);
|
||||||
int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
|
||||||
// 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);
|
|
||||||
targetPosition = new Vector3(randX, 0f, randZ);
|
|
||||||
// Init Agent position
|
|
||||||
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);
|
|
||||||
// set startDistance
|
// set startDistance
|
||||||
firstRewardFlag = true;
|
firstRewardFlag = true;
|
||||||
}
|
}
|
||||||
@ -219,18 +177,17 @@ public void RollNewScene()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// get target observation states
|
// get target observation states
|
||||||
public void UpdateTargetStates()
|
private void UpdateTargetStates()
|
||||||
{
|
{
|
||||||
// targettype, x,y,z, firebasesAreaDiameter
|
// targettype, x,y,z, firebasesAreaDiameter
|
||||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
|
targetState[0] = targetTypeInt;
|
||||||
|
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay)
|
||||||
{
|
{
|
||||||
targetState[0] = targetTypeInt;
|
|
||||||
for (int i = 1; i < targetState.Length; i++)
|
for (int i = 1; i < targetState.Length; i++)
|
||||||
targetState[i] = 0f;
|
targetState[i] = 0f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
targetState[0] = targetTypeInt;
|
|
||||||
/* targetState[1] = targetPosition.x / raySensors.viewDistance; // normalization
|
/* targetState[1] = targetPosition.x / raySensors.viewDistance; // normalization
|
||||||
targetState[2] = targetPosition.y / raySensors.viewDistance;
|
targetState[2] = targetPosition.y / raySensors.viewDistance;
|
||||||
targetState[3] = targetPosition.z / raySensors.viewDistance;*/
|
targetState[3] = targetPosition.z / raySensors.viewDistance;*/
|
||||||
@ -243,7 +200,7 @@ public void UpdateTargetStates()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// move Agent into Agent Spawn Area
|
// move Agent into Agent Spawn Area
|
||||||
public void MoveAgentToSpwanArea()
|
private void MoveAgentToSpwanArea()
|
||||||
{
|
{
|
||||||
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
|
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
|
||||||
float randZ = 0f;
|
float randZ = 0f;
|
||||||
@ -417,8 +374,43 @@ public void MoveAgentTo(Vector3 thisPosition)
|
|||||||
return (endTypeInt, thisReward, endReward);
|
return (endTypeInt, thisReward, endReward);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// initialize scene block by target type
|
||||||
|
private void SpawnSceneBlock(SceneBlockContainer.Targets thisTargetType)
|
||||||
|
{
|
||||||
|
int randBlockType = 0;
|
||||||
|
switch (thisTargetType)
|
||||||
|
{
|
||||||
|
case SceneBlockContainer.Targets.Go:
|
||||||
|
randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length);
|
||||||
|
sceneBlockSize = blockCont.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||||
|
break;
|
||||||
|
case SceneBlockContainer.Targets.Attack:
|
||||||
|
randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
||||||
|
sceneBlockSize = blockCont.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||||
|
break;
|
||||||
|
case SceneBlockContainer.Targets.Defence:
|
||||||
|
// randBlockType = Random.Range(0, blockCont.defenceBlockPrefabs.Length);
|
||||||
|
// sceneBlockSize = blockCont.defenceBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||||
|
Debug.LogWarning("Defence Block Not Ready");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Debug.LogWarning("TargetController: InitializeSceneBlock: Wrong TargetType");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
|
||||||
|
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
|
||||||
|
targetPosition = new Vector3(randX, 0, randZ);
|
||||||
|
|
||||||
|
// init scene block
|
||||||
|
blockCont.DestroyBlock();
|
||||||
|
blockCont.CreateNewBlock(thisTargetType, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||||
|
enemyCont.DestroyAllEnemys();
|
||||||
|
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize);
|
||||||
|
blockCont.thisBlock.InitBlock(environmentObj);
|
||||||
|
}
|
||||||
|
|
||||||
// caulculate sceneReward if close to target then get great reward
|
// caulculate sceneReward if close to target then get great reward
|
||||||
public float GetDistanceReward(float nowDistance, int inarea)
|
private float GetDistanceReward(float nowDistance, int inarea)
|
||||||
{
|
{
|
||||||
if (firstRewardFlag)
|
if (firstRewardFlag)
|
||||||
{
|
{
|
||||||
|
@ -9,14 +9,14 @@ EditorUserSettings:
|
|||||||
value: 55090405535008090b5608764626074415151c79747c74602b7c1861e4b96c6c
|
value: 55090405535008090b5608764626074415151c79747c74602b7c1861e4b96c6c
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-1:
|
RecentlyUsedSceneGuid-1:
|
||||||
value: 06570c0704040b0e5a575520137b5e44154f192e292d22367c2c4866b7b3376f
|
|
||||||
flags: 0
|
|
||||||
RecentlyUsedSceneGuid-2:
|
|
||||||
value: 5703025650035e5d090f087148715d4443161e2c7e2c20357b281b31b0e43060
|
value: 5703025650035e5d090f087148715d4443161e2c7e2c20357b281b31b0e43060
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-3:
|
RecentlyUsedSceneGuid-2:
|
||||||
value: 5453565f53020f085f5d0e72157a0844454f4c2b757d7265757a4f64b7b4313c
|
value: 5453565f53020f085f5d0e72157a0844454f4c2b757d7265757a4f64b7b4313c
|
||||||
flags: 0
|
flags: 0
|
||||||
|
RecentlyUsedSceneGuid-3:
|
||||||
|
value: 06570c0704040b0e5a575520137b5e44154f192e292d22367c2c4866b7b3376f
|
||||||
|
flags: 0
|
||||||
RecentlyUsedScenePath-0:
|
RecentlyUsedScenePath-0:
|
||||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
||||||
flags: 0
|
flags: 0
|
||||||
|
@ -14,16 +14,16 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
m_PixelRect:
|
m_PixelRect:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 64
|
x: 637
|
||||||
y: 43
|
y: 162
|
||||||
width: 1856
|
width: 1016
|
||||||
height: 1037
|
height: 1021
|
||||||
m_ShowMode: 4
|
m_ShowMode: 4
|
||||||
m_Title: Hierarchy
|
m_Title: Game
|
||||||
m_RootView: {fileID: 9}
|
m_RootView: {fileID: 9}
|
||||||
m_MinSize: {x: 875, y: 300}
|
m_MinSize: {x: 875, y: 300}
|
||||||
m_MaxSize: {x: 10000, y: 10000}
|
m_MaxSize: {x: 10000, y: 10000}
|
||||||
m_Maximized: 1
|
m_Maximized: 0
|
||||||
--- !u!114 &2
|
--- !u!114 &2
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 52
|
m_ObjectHideFlags: 52
|
||||||
@ -40,9 +40,9 @@ MonoBehaviour:
|
|||||||
m_Position:
|
m_Position:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 717
|
y: 705
|
||||||
width: 1087
|
width: 593
|
||||||
height: 270
|
height: 266
|
||||||
m_MinSize: {x: 231, y: 271}
|
m_MinSize: {x: 231, y: 271}
|
||||||
m_MaxSize: {x: 10001, y: 10021}
|
m_MaxSize: {x: 10001, y: 10021}
|
||||||
m_ActualView: {fileID: 15}
|
m_ActualView: {fileID: 15}
|
||||||
@ -70,12 +70,12 @@ MonoBehaviour:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 0
|
y: 0
|
||||||
width: 1087
|
width: 593
|
||||||
height: 987
|
height: 971
|
||||||
m_MinSize: {x: 100, y: 200}
|
m_MinSize: {x: 100, y: 200}
|
||||||
m_MaxSize: {x: 8096, y: 16192}
|
m_MaxSize: {x: 8096, y: 16192}
|
||||||
vertical: 1
|
vertical: 1
|
||||||
controlID: 52
|
controlID: 108
|
||||||
--- !u!114 &4
|
--- !u!114 &4
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 52
|
m_ObjectHideFlags: 52
|
||||||
@ -92,9 +92,9 @@ MonoBehaviour:
|
|||||||
m_Position:
|
m_Position:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 717
|
y: 705
|
||||||
width: 312
|
width: 173
|
||||||
height: 270
|
height: 266
|
||||||
m_MinSize: {x: 102, y: 121}
|
m_MinSize: {x: 102, y: 121}
|
||||||
m_MaxSize: {x: 4002, y: 4021}
|
m_MaxSize: {x: 4002, y: 4021}
|
||||||
m_ActualView: {fileID: 19}
|
m_ActualView: {fileID: 19}
|
||||||
@ -119,14 +119,14 @@ MonoBehaviour:
|
|||||||
- {fileID: 4}
|
- {fileID: 4}
|
||||||
m_Position:
|
m_Position:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 1087
|
x: 593
|
||||||
y: 0
|
y: 0
|
||||||
width: 312
|
width: 173
|
||||||
height: 987
|
height: 971
|
||||||
m_MinSize: {x: 100, y: 200}
|
m_MinSize: {x: 100, y: 200}
|
||||||
m_MaxSize: {x: 8096, y: 16192}
|
m_MaxSize: {x: 8096, y: 16192}
|
||||||
vertical: 1
|
vertical: 1
|
||||||
controlID: 21
|
controlID: 119
|
||||||
--- !u!114 &6
|
--- !u!114 &6
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 52
|
m_ObjectHideFlags: 52
|
||||||
@ -144,10 +144,10 @@ MonoBehaviour:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 0
|
y: 0
|
||||||
width: 312
|
width: 173
|
||||||
height: 717
|
height: 705
|
||||||
m_MinSize: {x: 202, y: 221}
|
m_MinSize: {x: 200, y: 200}
|
||||||
m_MaxSize: {x: 4002, y: 4021}
|
m_MaxSize: {x: 4000, y: 4000}
|
||||||
m_ActualView: {fileID: 17}
|
m_ActualView: {fileID: 17}
|
||||||
m_Panes:
|
m_Panes:
|
||||||
- {fileID: 17}
|
- {fileID: 17}
|
||||||
@ -173,12 +173,12 @@ MonoBehaviour:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 30
|
y: 30
|
||||||
width: 1856
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width: 1016
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||||||
height: 987
|
height: 971
|
||||||
m_MinSize: {x: 300, y: 200}
|
m_MinSize: {x: 300, y: 200}
|
||||||
m_MaxSize: {x: 24288, y: 16192}
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m_MaxSize: {x: 24288, y: 16192}
|
||||||
vertical: 0
|
vertical: 0
|
||||||
controlID: 142
|
controlID: 107
|
||||||
--- !u!114 &8
|
--- !u!114 &8
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 52
|
m_ObjectHideFlags: 52
|
||||||
@ -194,12 +194,12 @@ MonoBehaviour:
|
|||||||
m_Children: []
|
m_Children: []
|
||||||
m_Position:
|
m_Position:
|
||||||
serializedVersion: 2
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serializedVersion: 2
|
||||||
x: 1399
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x: 766
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y: 0
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y: 0
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||||||
width: 457
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width: 250
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||||||
height: 987
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height: 971
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m_MinSize: {x: 276, y: 71}
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m_MinSize: {x: 275, y: 50}
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m_MaxSize: {x: 4001, y: 4021}
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m_MaxSize: {x: 4000, y: 4000}
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||||||
m_ActualView: {fileID: 16}
|
m_ActualView: {fileID: 16}
|
||||||
m_Panes:
|
m_Panes:
|
||||||
- {fileID: 16}
|
- {fileID: 16}
|
||||||
@ -225,8 +225,8 @@ MonoBehaviour:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
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x: 0
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x: 0
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y: 0
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y: 0
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width: 1856
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width: 1016
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height: 1037
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height: 1021
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m_MinSize: {x: 875, y: 300}
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m_MinSize: {x: 875, y: 300}
|
||||||
m_MaxSize: {x: 10000, y: 10000}
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m_MaxSize: {x: 10000, y: 10000}
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||||||
m_UseTopView: 1
|
m_UseTopView: 1
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@ -250,7 +250,7 @@ MonoBehaviour:
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serializedVersion: 2
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serializedVersion: 2
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x: 0
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x: 0
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y: 0
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width: 1856
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width: 1016
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height: 30
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height: 30
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m_MinSize: {x: 0, y: 0}
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m_MinSize: {x: 0, y: 0}
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||||||
m_MaxSize: {x: 0, y: 0}
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m_MaxSize: {x: 0, y: 0}
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@ -271,8 +271,8 @@ MonoBehaviour:
|
|||||||
m_Position:
|
m_Position:
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||||||
serializedVersion: 2
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serializedVersion: 2
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x: 0
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width: 1856
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width: 1016
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height: 20
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height: 20
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m_MinSize: {x: 0, y: 0}
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m_MinSize: {x: 0, y: 0}
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||||||
m_MaxSize: {x: 0, y: 0}
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m_MaxSize: {x: 0, y: 0}
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@ -293,8 +293,8 @@ MonoBehaviour:
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serializedVersion: 2
|
serializedVersion: 2
|
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x: 0
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x: 0
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y: 0
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width: 1087
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width: 593
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height: 717
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height: 705
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m_MinSize: {x: 201, y: 221}
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m_MinSize: {x: 201, y: 221}
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m_MaxSize: {x: 4001, y: 4021}
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m_MaxSize: {x: 4001, y: 4021}
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m_ActualView: {fileID: 18}
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m_ActualView: {fileID: 18}
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@ -325,7 +325,7 @@ MonoBehaviour:
|
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serializedVersion: 2
|
serializedVersion: 2
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x: 64
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x: 64
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y: 73
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y: 73
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width: 1086
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width: 1082
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height: 696
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height: 696
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m_ViewDataDictionary: {fileID: 0}
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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@ -337,7 +337,7 @@ MonoBehaviour:
|
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m_ShowGizmos: 0
|
m_ShowGizmos: 0
|
||||||
m_TargetDisplay: 0
|
m_TargetDisplay: 0
|
||||||
m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
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m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
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m_TargetSize: {x: 1086, y: 675}
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m_TargetSize: {x: 1082, y: 675}
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m_TextureFilterMode: 0
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m_TextureFilterMode: 0
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m_TextureHideFlags: 61
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m_TextureHideFlags: 61
|
||||||
m_RenderIMGUI: 1
|
m_RenderIMGUI: 1
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@ -352,8 +352,8 @@ MonoBehaviour:
|
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m_VRangeLocked: 0
|
m_VRangeLocked: 0
|
||||||
hZoomLockedByDefault: 0
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hZoomLockedByDefault: 0
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||||||
vZoomLockedByDefault: 0
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vZoomLockedByDefault: 0
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m_HBaseRangeMin: -543
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m_HBaseRangeMin: -541
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m_HBaseRangeMax: 543
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m_HBaseRangeMax: 541
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m_VBaseRangeMin: -337.5
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m_VBaseRangeMin: -337.5
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m_VBaseRangeMax: 337.5
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m_VBaseRangeMax: 337.5
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||||||
m_HAllowExceedBaseRangeMin: 1
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m_HAllowExceedBaseRangeMin: 1
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@ -373,23 +373,23 @@ MonoBehaviour:
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serializedVersion: 2
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serializedVersion: 2
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x: 0
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x: 0
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y: 21
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y: 21
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width: 1086
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width: 1082
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height: 675
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height: 675
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Translation: {x: 543, y: 337.5}
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m_Translation: {x: 541, y: 337.5}
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m_MarginLeft: 0
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m_MarginLeft: 0
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m_MarginRight: 0
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m_MarginRight: 0
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m_MarginTop: 0
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m_MarginTop: 0
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||||||
m_MarginBottom: 0
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m_MarginBottom: 0
|
||||||
m_LastShownAreaInsideMargins:
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m_LastShownAreaInsideMargins:
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serializedVersion: 2
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serializedVersion: 2
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x: -543
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x: -541
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y: -337.5
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y: -337.5
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width: 1086
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width: 1082
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height: 675
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height: 675
|
||||||
m_MinimalGUI: 1
|
m_MinimalGUI: 1
|
||||||
m_defaultScale: 1
|
m_defaultScale: 1
|
||||||
m_LastWindowPixelSize: {x: 1086, y: 696}
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m_LastWindowPixelSize: {x: 1082, y: 696}
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m_ClearInEditMode: 1
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m_ClearInEditMode: 1
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m_NoCameraWarning: 1
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m_NoCameraWarning: 1
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m_LowResolutionForAspectRatios: 01000000000000000000
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m_LowResolutionForAspectRatios: 01000000000000000000
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@ -443,10 +443,10 @@ MonoBehaviour:
|
|||||||
m_Tooltip:
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m_Tooltip:
|
||||||
m_Pos:
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m_Pos:
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serializedVersion: 2
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serializedVersion: 2
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x: 64
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y: 897
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width: 1086
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width: 592
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height: 249
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height: 245
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m_ViewDataDictionary: {fileID: 0}
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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m_LastAppliedPresetName: Default
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@ -464,7 +464,7 @@ MonoBehaviour:
|
|||||||
m_SkipHidden: 0
|
m_SkipHidden: 0
|
||||||
m_SearchArea: 1
|
m_SearchArea: 1
|
||||||
m_Folders:
|
m_Folders:
|
||||||
- Assets
|
- Assets/Scenes
|
||||||
m_Globs: []
|
m_Globs: []
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m_OriginalText:
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m_OriginalText:
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m_ViewMode: 1
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m_ViewMode: 1
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@ -477,9 +477,9 @@ MonoBehaviour:
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m_IsLocked: 0
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m_IsLocked: 0
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m_FolderTreeState:
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m_FolderTreeState:
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scrollPos: {x: 0, y: 0}
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs: 5a760000
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m_SelectedIDs: 05ca9a3b
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m_LastClickedID: 30298
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m_LastClickedID: 1000000005
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m_ExpandedIDs: 000000005a7600005c7600005e7600006076000062760000a076000000ca9a3b
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m_ExpandedIDs: 00000000ee660000f0660000f2660000f4660000f66600001467000000ca9a3b
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m_RenameOverlay:
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_UserAcceptedRename: 0
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m_Name:
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m_Name:
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@ -507,7 +507,7 @@ MonoBehaviour:
|
|||||||
scrollPos: {x: 0, y: 0}
|
scrollPos: {x: 0, y: 0}
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m_SelectedIDs:
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m_SelectedIDs:
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m_LastClickedID: 0
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m_LastClickedID: 0
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m_ExpandedIDs: 000000005a7600005c7600005e7600006076000062760000
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m_ExpandedIDs: 00000000ee660000f0660000f2660000f4660000f6660000
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m_RenameOverlay:
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_UserAcceptedRename: 0
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m_Name:
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m_Name:
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@ -538,18 +538,18 @@ MonoBehaviour:
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m_ExpandedInstanceIDs: c62300008a5c000000000000
|
m_ExpandedInstanceIDs: c62300008a5c000000000000
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m_RenameOverlay:
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_UserAcceptedRename: 0
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m_Name: MLAgentsController
|
m_Name:
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m_OriginalName: MLAgentsController
|
m_OriginalName:
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m_EditFieldRect:
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m_EditFieldRect:
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serializedVersion: 2
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serializedVersion: 2
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width: 0
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width: 0
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height: 0
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m_UserData: 91370
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m_UserData: 0
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m_IsWaitingForDelay: 0
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m_IsWaitingForDelay: 0
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m_IsRenaming: 0
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m_IsRenaming: 0
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m_OriginalEventType: 4
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m_OriginalEventType: 11
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m_IsRenamingFilename: 1
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m_IsRenamingFilename: 1
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m_ClientGUIView: {fileID: 2}
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m_ClientGUIView: {fileID: 2}
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m_CreateAssetUtility:
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m_CreateAssetUtility:
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@ -559,7 +559,7 @@ MonoBehaviour:
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m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
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m_ResourceFile:
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m_ResourceFile:
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m_NewAssetIndexInList: -1
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m_NewAssetIndexInList: -1
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m_ScrollPosition: {x: 0, y: 86}
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m_ScrollPosition: {x: 0, y: 0}
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m_GridSize: 16
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m_GridSize: 16
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m_SkipHiddenPackages: 0
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m_SkipHiddenPackages: 0
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m_DirectoriesAreaWidth: 355
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m_DirectoriesAreaWidth: 355
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@ -583,10 +583,10 @@ MonoBehaviour:
|
|||||||
m_Tooltip:
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m_Tooltip:
|
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m_Pos:
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m_Pos:
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serializedVersion: 2
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serializedVersion: 2
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m_ViewDataDictionary: {fileID: 0}
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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m_LastAppliedPresetName: Default
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@ -624,10 +624,10 @@ MonoBehaviour:
|
|||||||
m_Tooltip:
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m_Tooltip:
|
||||||
m_Pos:
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m_Pos:
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serializedVersion: 2
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serializedVersion: 2
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x: 1151
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width: 171
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height: 696
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m_ViewDataDictionary: {fileID: 0}
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
|
m_LastAppliedPresetName: Default
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@ -637,7 +637,7 @@ MonoBehaviour:
|
|||||||
scrollPos: {x: 0, y: 0}
|
scrollPos: {x: 0, y: 0}
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m_SelectedIDs:
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m_SelectedIDs:
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m_LastClickedID: 0
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m_LastClickedID: 0
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m_ExpandedIDs: 9672ffff3a84ffff9a89fffff089ffff468affff9c8afffffe8affff548bffffb68bffff208cffff108dffff14c2ffff60c8ffff26ceffff2ccfffffe0cfffffa0d3ffffaed4ffffe2dbffff3adcffff1eddffffdae0ffff6ce6ffff76e7ffffa4e9ffff7aedffff56effffff6f1ffff6af5ffffc0f5ffff32fbfffff4ffffff6a600000cc920000deae0000c2c1000096cb0000e2ce000076d5000088d90000f6dc0000c0dd0000c0f70000c800010014040100a80a01003c110100d05f010036600100
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_Name:
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m_Name:
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@ -681,10 +681,10 @@ MonoBehaviour:
|
|||||||
m_Tooltip:
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m_Tooltip:
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m_Pos:
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m_Pos:
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serializedVersion: 2
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width: 592
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height: 696
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m_ViewDataDictionary: {fileID: 0}
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
|
m_LastAppliedPresetName: Default
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@ -919,9 +919,9 @@ MonoBehaviour:
|
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m_PlayAudio: 0
|
m_PlayAudio: 0
|
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m_AudioPlay: 0
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m_AudioPlay: 0
|
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m_Position:
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m_Position:
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m_Target: {x: 54.110233, y: -123.744255, z: 92.51965}
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m_Target: {x: 208.58499, y: -370.4251, z: 418.47623}
|
||||||
speed: 2
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speed: 2
|
||||||
m_Value: {x: 54.110233, y: -123.744255, z: 92.51965}
|
m_Value: {x: 208.58499, y: -370.4251, z: 418.47623}
|
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m_RenderMode: 0
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m_CameraMode:
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m_CameraMode:
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drawMode: 0
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drawMode: 0
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@ -968,13 +968,13 @@ MonoBehaviour:
|
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m_GridAxis: 1
|
m_GridAxis: 1
|
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m_gridOpacity: 0.5
|
m_gridOpacity: 0.5
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m_Rotation:
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m_Rotation:
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m_Target: {x: 0.45785084, y: 0.27967224, z: -0.15440024, w: 0.82959855}
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m_Target: {x: 0.32789153, y: 0.21797852, z: -0.078089386, w: 0.9158536}
|
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speed: 2
|
speed: 2
|
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m_Value: {x: 0.4578698, y: 0.27968383, z: -0.15440664, w: 0.82963294}
|
m_Value: {x: 0.32790574, y: 0.21798797, z: -0.07809277, w: 0.9158933}
|
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m_Size:
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m_Target: 109.824066
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speed: 2
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m_Value: 109.824066
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m_Ortho:
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m_Target: 0
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m_Target: 0
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speed: 2
|
speed: 2
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@ -1019,10 +1019,10 @@ MonoBehaviour:
|
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m_Tooltip:
|
m_Tooltip:
|
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m_Pos:
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m_Pos:
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serializedVersion: 2
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width: 310
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height: 249
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m_ViewDataDictionary: {fileID: 0}
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
|
m_LastAppliedPresetName: Default
|
||||||
|
Loading…
Reference in New Issue
Block a user