Observation多处修复
Observation显示UI修正对应新的Rotation 修正targetState长度错误,优化TargetController的Play模式 修改TargetPosition坐标从TargetBlock坐标为Firebases坐标 修改45s超时动作从加载train scene为退出游戏
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MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -46041,13 +46008,6 @@ MonoBehaviour:
|
||||
attackProb: 0.375
|
||||
gotoProb: 0.392
|
||||
defenceProb: 0
|
||||
targetState:
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
inArea: 0
|
||||
targetPosition: {x: 0, y: 0, z: 0}
|
||||
targetEnemySpawnFinish: 0
|
||||
@ -46516,13 +46476,6 @@ MonoBehaviour:
|
||||
attackProb: 0.375
|
||||
gotoProb: 0.392
|
||||
defenceProb: 0
|
||||
targetState:
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
inArea: 0
|
||||
targetPosition: {x: 0, y: 0, z: 0}
|
||||
targetEnemySpawnFinish: 0
|
||||
@ -49199,65 +49152,6 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2139943208}
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m_CullTransparentMesh: 1
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--- !u!1 &2141008728
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 2141008730}
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- component: {fileID: 2141008729}
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m_Layer: 0
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m_Name: StartSceneDataTransferDummy
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!114 &2141008729
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MonoBehaviour:
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m_ObjectHideFlags: 0
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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: 2141008728}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 52ba7faaa6129cf418f26c5933d4ea0e, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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gameMode: 0
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scenePrefabSet: {fileID: 11400000, guid: 6ebbd27eb466c4a41bd2584c1b9c2e1f, type: 2}
|
||||
attackProb: 0
|
||||
attackLevelProbs:
|
||||
- 1
|
||||
gotoProb: 1
|
||||
gotoLevelProbs:
|
||||
- 0
|
||||
- 0
|
||||
- 0.3
|
||||
- 0.3
|
||||
- 0.3
|
||||
- 0.1
|
||||
defenceProb: 0
|
||||
defenceLevelProbs: []
|
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--- !u!4 &2141008730
|
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Transform:
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m_ObjectHideFlags: 0
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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: 2141008728}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -3.954848, y: -124.757774, z: -32.582333}
|
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 13
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &2143203446
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GameObject:
|
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m_ObjectHideFlags: 0
|
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|
@ -12,7 +12,7 @@ public class CommonParameterContainer : Singleton<CommonParameterContainer>
|
||||
public int timeLimit = 30;
|
||||
public bool lockCameraX = false;
|
||||
public bool lockCameraY = true;
|
||||
public bool oneHotRayTag = false;
|
||||
public bool oneHotRayTag = true;
|
||||
public bool spawnAgentInAllMap = true;
|
||||
public int spinRecordMax = 40;
|
||||
public float spinPenaltyThreshold = 10;
|
||||
|
@ -30,12 +30,11 @@ public class MLAgentsCustomController : Agent
|
||||
private RewardFunction rewardFunction;
|
||||
|
||||
// observation
|
||||
private float[] myObserve = new float[4];
|
||||
private float[] myObserve = new float[5];
|
||||
|
||||
private float[] rayTagResult;
|
||||
private float[] rayTagResultOnehot;
|
||||
private float[] rayDisResult;
|
||||
private float[] targetStates;
|
||||
private float remainTime;
|
||||
private float inFireBaseState;
|
||||
|
||||
@ -71,7 +70,7 @@ public override void OnEpisodeBegin()
|
||||
{
|
||||
Debug.Log("MLAgentCustomController.OnEpisodeBegin: play mode start");
|
||||
// play mode
|
||||
targetController.PlayInitialize();
|
||||
targetController.PlayModeInitialize();
|
||||
// reset target UI
|
||||
targetUIController.ClearGamePressed();
|
||||
}
|
||||
@ -92,6 +91,7 @@ public override void CollectObservations(VectorSensor sensor)
|
||||
myObserve[1] = transform.localPosition.y / raySensors.viewDistance;
|
||||
myObserve[2] = transform.localPosition.z / raySensors.viewDistance;
|
||||
myObserve[3] = transform.eulerAngles.y / 360f;**/
|
||||
float obsNum = 0f;
|
||||
float angleInRadians = transform.eulerAngles.y * Mathf.Deg2Rad;
|
||||
myObserve[0] = transform.localPosition.x;
|
||||
myObserve[1] = transform.localPosition.y;
|
||||
@ -101,28 +101,35 @@ public override void CollectObservations(VectorSensor sensor)
|
||||
rayTagResult = raySensors.rayTagResult;// 探测用RayTag类型结果 float[](raySensorNum,1)
|
||||
rayTagResultOnehot = raySensors.rayTagResultOneHot; // 探测用RayTagonehot结果 List<int>[](raySensorNum*Tags,1)
|
||||
rayDisResult = raySensors.rayDisResult; // 探测用RayDis距离结果 float[](raySensorNum,1)
|
||||
targetStates = targetController.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter
|
||||
remainTime = targetController.leftTime;
|
||||
inFireBaseState = 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);// (5) targettype, target x,y,z, firebasesAreaDiameter
|
||||
sensor.AddObservation(targetController.targetState);// (5) targettype, target x,y,z, firebasesAreaDiameter
|
||||
sensor.AddObservation(inFireBaseState); // (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)
|
||||
sensor.AddObservation(myObserve); // (5)自机位置xyz+朝向 float[](5,1)
|
||||
// count observation number
|
||||
obsNum = targetController.targetState.Length+1+1+1+myObserve.Length;
|
||||
Debug.Log(obsNum);
|
||||
if (commonParamCon.oneHotRayTag)
|
||||
{
|
||||
sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
|
||||
obsNum += rayTagResultOnehot.Length;
|
||||
}
|
||||
else
|
||||
{
|
||||
sensor.AddObservation(rayTagResult);
|
||||
obsNum += rayTagResult.Length;
|
||||
}
|
||||
Debug.Log(obsNum);
|
||||
sensor.AddObservation(rayDisResult); // 探测用RayDis距离结果 float[](raySensorNum,1)
|
||||
envUIController.UpdateStateText(targetStates, inFireBaseState, remainTime, agentController.gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
|
||||
obsNum += rayDisResult.Length;
|
||||
envUIController.UpdateStateText(targetController.targetState, inFireBaseState, remainTime, agentController.gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
|
||||
Debug.Log(obsNum);
|
||||
/*foreach(float aaa in rayDisResult)
|
||||
{
|
||||
Debug.Log(aaa);
|
||||
|
@ -109,7 +109,7 @@ public void InitBlock(GameObject envObj)
|
||||
// Debug.Log("SceneBlock.Start: enemyContainerObj not found, get it by name");
|
||||
enemyContainerObj = transform.Find("EnemyContainer").gameObject;
|
||||
}
|
||||
firebasesAreaPosition = transform.position + fireBasesAreaObj.transform.position;
|
||||
firebasesAreaPosition = fireBasesAreaObj.transform.position;
|
||||
firebasesAreaScale = fireBasesAreaObj.transform.localScale.x;
|
||||
firebasesAreaDiameter = firebasesAreaScale * blockSize;
|
||||
firebasesBelong = -belongMaxPoint;
|
||||
|
@ -38,7 +38,7 @@ public class TargetController : MonoBehaviour
|
||||
[System.NonSerialized] public Targets targetType;
|
||||
[System.NonSerialized] public int gotoLevelNum;
|
||||
[System.NonSerialized] public int attackLevelNum;
|
||||
public float[] targetState = new float[5];
|
||||
[System.NonSerialized] public float[] targetState = new float[5];
|
||||
|
||||
public enum EndType
|
||||
{ Win, Lose, Running, Num };
|
||||
@ -234,8 +234,6 @@ public void MoveAgentTo(Vector3 position)
|
||||
|
||||
#endregion Agent Move Method
|
||||
|
||||
#region Random SceneBlock Spawn Method
|
||||
|
||||
/// <summary>
|
||||
/// Randomly spawns a scene block based on the target type.
|
||||
/// 根据目标类型随机生成场景块。
|
||||
@ -263,7 +261,12 @@ private void RandomSpawnSceneBlock(Targets targetType)
|
||||
sceneBlockCon.nowBlock.InitBlock(environmentObj);
|
||||
}
|
||||
|
||||
#endregion Random SceneBlock Spawn Method
|
||||
private void SpawnSceneBlock(Targets targetType, int level,int blockNum, Vector3 blockPosition)
|
||||
{
|
||||
sceneBlockCon.DestroyBlock();
|
||||
sceneBlockCon.CreateNewBlock(targetType, level, blockNum, blockPosition, commonParamCon.group1Tag, commonParamCon.group2Tag);
|
||||
sceneBlockCon.InitializeBlock(environmentObj);
|
||||
}
|
||||
|
||||
#region Play Mode Method
|
||||
|
||||
@ -279,7 +282,7 @@ private void RandomSpawnSceneBlock(Targets targetType)
|
||||
/// 该方法用于初始化游戏播放模式,包括设置目标类型、更新目标状态、更新UI显示、
|
||||
/// 将代理移动到生成区域、销毁所有敌人和场景块。
|
||||
/// </remarks>
|
||||
public void PlayInitialize()
|
||||
public void PlayModeInitialize()
|
||||
{
|
||||
targetType = Targets.Stay;
|
||||
UpdateTargetStates();
|
||||
@ -289,35 +292,29 @@ public void PlayInitialize()
|
||||
sceneBlockCon.DestroyBlock();
|
||||
}
|
||||
|
||||
// change to attack mode
|
||||
public void AttackModeChange(Vector3 targetPosition)
|
||||
/// <summary>
|
||||
/// Changes the target type in play mode and updates the game environment accordingly.
|
||||
/// </summary>
|
||||
/// <param name="newTargetType">The new target type to be set.</param>
|
||||
/// <param name="spawnPosition">Spawn position for scene blocks.</param>
|
||||
/// <param name="level">Level parameter for spawning scene blocks.</param>
|
||||
/// <param name="blockNum">Number of blocks to spawn.</param>
|
||||
/// <remarks>
|
||||
/// This method updates the target type to the specified new target. If a spawn position is provided, it spawns scene blocks at that position
|
||||
/// with the specified level and block number. The target states are then updated based on the new setup. The UI is also refreshed to reflect the new target type.
|
||||
/// </remarks>
|
||||
public void PlayTargetChange(Targets newTargetType, Vector3? spawnPosition = null, int level = 0, int blockNum = 0)
|
||||
{
|
||||
targetType = Targets.Attack;
|
||||
UpdateTargetStates(targetPosition);
|
||||
envUICon.UpdateTargetType(targetType);
|
||||
}
|
||||
|
||||
// change to free mode
|
||||
public void FreeModeChange()
|
||||
{
|
||||
targetType = (int)Targets.Free;
|
||||
UpdateTargetStates();
|
||||
envUICon.UpdateTargetType(targetType);
|
||||
}
|
||||
|
||||
// change to goto mode
|
||||
public void GotoModeChange(Vector3 targetPosition)
|
||||
{
|
||||
targetType = Targets.Go;
|
||||
UpdateTargetStates(targetPosition);
|
||||
envUICon.UpdateTargetType(targetType);
|
||||
}
|
||||
|
||||
// change to stay mode
|
||||
public void StayModeChange()
|
||||
{
|
||||
targetType = Targets.Stay;
|
||||
UpdateTargetStates();
|
||||
targetType = newTargetType;
|
||||
if(spawnPosition.HasValue)
|
||||
{
|
||||
SpawnSceneBlock(targetType, level, blockNum, spawnPosition.Value);
|
||||
UpdateTargetStates(spawnPosition.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTargetStates();
|
||||
}
|
||||
envUICon.UpdateTargetType(targetType);
|
||||
}
|
||||
|
||||
@ -344,9 +341,11 @@ private void UpdateTargetStates(Vector3? targetPosition = null)
|
||||
}
|
||||
else
|
||||
{
|
||||
targetState[1] = this.targetPosition.x;
|
||||
targetState[2] = this.targetPosition.y;
|
||||
targetState[3] = this.targetPosition.z;
|
||||
Vector3 fireBasePosition = sceneBlockCon.nowBlock.firebasesAreaPosition;
|
||||
Vector3 convertedPosition = fireBasePosition - this.transform.position;
|
||||
targetState[1] = convertedPosition.x;
|
||||
targetState[2] = convertedPosition.y;
|
||||
targetState[3] = convertedPosition.z;
|
||||
targetState[4] = sceneBlockCon.nowBlock.firebasesAreaDiameter;
|
||||
}
|
||||
}
|
||||
|
@ -87,9 +87,7 @@ private void Update()
|
||||
else
|
||||
{
|
||||
// if agent or enemy is not nearby, create new block
|
||||
sceneBlockCon.CreateNewBlock(Targets.Attack, blockLevel, blockNum, nowHitPositionRelative);
|
||||
sceneBlockCon.InitializeBlock(environmentObj);
|
||||
targetCon.AttackModeChange(nowHitPositionRelative);
|
||||
targetCon.PlayTargetChange(Targets.Attack, nowHitPositionRelative, blockLevel, blockNum);
|
||||
ChangeMouseMode(MouseMode.Default);
|
||||
}
|
||||
break;
|
||||
@ -104,9 +102,7 @@ private void Update()
|
||||
else
|
||||
{
|
||||
// if agent or enemy is not nearby, create new block
|
||||
sceneBlockCon.CreateNewBlock(Targets.Go, blockLevel, blockNum, nowHitPositionRelative);
|
||||
sceneBlockCon.InitializeBlock(environmentObj);
|
||||
targetCon.GotoModeChange(nowHitPositionRelative);
|
||||
targetCon.PlayTargetChange(Targets.Go, nowHitPositionRelative, blockLevel, blockNum);
|
||||
ChangeMouseMode(MouseMode.Default);
|
||||
}
|
||||
break;
|
||||
|
@ -190,8 +190,6 @@ public void UpdateStateText(float[] targetStates, float inAreaState, float remai
|
||||
stateBuilder.Append(targetStates[3]);
|
||||
stateBuilder.Append("\r\nTargetDiameter:");
|
||||
stateBuilder.Append(targetStates[4]);
|
||||
stateBuilder.Append("\r\nTargetBelongRatio:");
|
||||
stateBuilder.Append(targetStates[5]);
|
||||
stateBuilder.Append("\r\nInArea:");
|
||||
stateBuilder.Append(inAreaState);
|
||||
stateBuilder.Append("\r\nRemainTime:");
|
||||
@ -199,9 +197,10 @@ public void UpdateStateText(float[] targetStates, float inAreaState, float remai
|
||||
stateBuilder.Append("\r\nGunReady:");
|
||||
stateBuilder.Append(gunReadyToggle);
|
||||
stateBuilder.Append("\r\nMyPosition:");
|
||||
stateBuilder.Append(myObserve[0]).Append(myObserve[1]).Append(myObserve[2]);
|
||||
stateBuilder.Append(myObserve[0]+"_").Append(myObserve[1]+"_").Append(myObserve[2]);
|
||||
stateBuilder.Append("\r\nMyRotation:");
|
||||
stateBuilder.Append(myObserve[3]);
|
||||
stateBuilder.Append(myObserve[3]+"_").Append(myObserve[4]);
|
||||
|
||||
|
||||
stateText.text = stateBuilder.ToString();
|
||||
}
|
||||
|
@ -35,8 +35,12 @@ private void Update()
|
||||
waitTimeTextObj.text = ((int)Math.Round(leftTime)).ToString();
|
||||
if (leftTime <= 1)
|
||||
{
|
||||
// if time limit is over, load Train Scene
|
||||
sceneLoader.LoadGameScene(SceneLoader.SceneType.Train);
|
||||
// if time limit is over, end game
|
||||
# if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#else
|
||||
StopGame();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -95,4 +99,11 @@ private void ApplicateProbabilityToData()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void StopGame()
|
||||
{
|
||||
// stop game,end program
|
||||
Debug.Log("Game End");
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
@ -22,7 +22,6 @@ public class TargetUIController : MonoBehaviour
|
||||
[SerializeField] private Button setGotoButton;
|
||||
[SerializeField] private Button setFreeButton;
|
||||
[SerializeField] private Button setStayButton;
|
||||
[SerializeField] private int primaryButtonNumber = 6;
|
||||
|
||||
[Header("LevelPanel")]
|
||||
[SerializeField] private GameObject gotoLevelPanel;
|
||||
@ -92,7 +91,7 @@ public void LevelButtonPressed(PrimaryButtonType primaryButtonType, int level =
|
||||
public void ClearGamePressed()
|
||||
{
|
||||
// Clear all enemies and targets. set gamemode to Stay mode
|
||||
targetCon.StayModeChange();
|
||||
targetCon.PlayTargetChange(Targets.Stay);
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
// disable setStayButton and enable other buttons
|
||||
buttonColorChanger.ChangeInteractableColor(clearGameButton, true);
|
||||
@ -101,14 +100,14 @@ public void ClearGamePressed()
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setFreeButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, false);
|
||||
targetCon.PlayInitialize();
|
||||
targetCon.PlayModeInitialize();
|
||||
}
|
||||
|
||||
// Set Free Button Pressed, change Target mode to free mode
|
||||
public void SetFreePressed()
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
targetCon.FreeModeChange();
|
||||
targetCon.PlayTargetChange(Targets.Free);
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
@ -119,7 +118,7 @@ public void SetFreePressed()
|
||||
public void SetStayPressed()
|
||||
{
|
||||
mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default);
|
||||
targetCon.StayModeChange();
|
||||
targetCon.PlayTargetChange(Targets.Stay);
|
||||
buttonColorChanger.ChangeInteractableColor(setStayButton, false);
|
||||
buttonColorChanger.ChangeInteractableColor(setAttackButton, true);
|
||||
buttonColorChanger.ChangeInteractableColor(setGotoButton, true);
|
||||
|
@ -46,8 +46,8 @@ Python侧则使用[mlagents-envs 0.30.0](https://pypi.org/project/mlagents-envs/
|
||||
| Num | Observation | Size | State Space | Description |
|
||||
|------|-------------|------|-------------|---------------------------------------------------------------------|
|
||||
| 7 | GunState | 1 | 0,1 | 描述Agent武器是否处于可使用状态。0=False,1=True |
|
||||
| 8 | Agent坐标 | 3 | 0~47 | 描述Agent的连续空间坐标,取值范围为0到47之间的连续值 |
|
||||
| 9~10 | Agent朝向 | 2 | -1~1 | 通过计算Agent GameObject旋转角度的余弦和正弦以描述Agent的正面朝向。 |
|
||||
| 8~10 | Agent坐标 | 3 | 0~47 | 描述Agent的连续空间坐标,取值范围为0到47之间的连续值 |
|
||||
| 11~12 | Agent朝向 | 2 | -1~1 | 通过计算Agent GameObject旋转角度的余弦和正弦以描述Agent的正面朝向。 |
|
||||
### RaycastState(射线探测状态)
|
||||
`RaycastState`记录了视野内发射的射线探测到的Object的Tag及其距离、其中Tag可以通过Label Encoding和OneHot Encoding两种方式来记录,默认使用Label Encoding,可以在Object`CommonParameterContainer`中进行调整。`RaycastState`由[`RaySensors`](https://koha9.asuscomm.com/yurugit/Koha9/Aimbot-ParallelEnv/src/branch/main/Assets/Script/GameScript/RaySensors.cs)类管理。它实现了射线的非均匀分布,默认视野中间15%的区域射线分布更密集,两侧则较为稀疏,默认中间密集部分共射出5条,两侧稀疏部分各7条。每个射线可探测的对象最远距离为100个单位,超过探测距离则返回0。其中视野中间区域的覆盖范围,区域内RayCast数量以及可探测距离均可以在每个`Agent`GameObject的Inspector中进行调整。
|
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width: 662
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height: 410
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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@ -999,7 +999,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6c262c1329a02fa49b5cb4c297106f3f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_MinSize: {x: 129, y: 28}
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m_MinSize: {x: 136, y: 30}
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m_MaxSize: {x: 4000, y: 4000}
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m_TitleContent:
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m_Text: ProBuilder
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@ -1035,9 +1035,9 @@ MonoBehaviour:
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m_Tooltip:
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m_Pos:
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serializedVersion: 2
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x: 1554
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y: 19
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width: 366
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x: 1548
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y: 73
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width: 358
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height: 966
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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|
Loading…
Reference in New Issue
Block a user