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a/Assets/Script/GameScript/CommonParameterContainer.cs b/Assets/Script/GameScript/CommonParameterContainer.cs index 7a6eeef..8e473c8 100644 --- a/Assets/Script/GameScript/CommonParameterContainer.cs +++ b/Assets/Script/GameScript/CommonParameterContainer.cs @@ -12,7 +12,7 @@ public class CommonParameterContainer : Singleton 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; diff --git a/Assets/Script/GameScript/MLAgentsCustomController.cs b/Assets/Script/GameScript/MLAgentsCustomController.cs index 4d1444d..106f609 100644 --- a/Assets/Script/GameScript/MLAgentsCustomController.cs +++ b/Assets/Script/GameScript/MLAgentsCustomController.cs @@ -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[](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); diff --git a/Assets/Script/GameScript/SceneBlock.cs b/Assets/Script/GameScript/SceneBlock.cs index 4122544..5180bec 100644 --- a/Assets/Script/GameScript/SceneBlock.cs +++ b/Assets/Script/GameScript/SceneBlock.cs @@ -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; diff --git a/Assets/Script/GameScript/TargetController.cs b/Assets/Script/GameScript/TargetController.cs index c448274..bbab032 100644 --- a/Assets/Script/GameScript/TargetController.cs +++ b/Assets/Script/GameScript/TargetController.cs @@ -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 - /// /// 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。 /// - 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) + /// + /// Changes the target type in play mode and updates the game environment accordingly. + /// + /// The new target type to be set. + /// Spawn position for scene blocks. + /// Level parameter for spawning scene blocks. + /// Number of blocks to spawn. + /// + /// 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. + /// + 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; } } diff --git a/Assets/Script/PlayMode/MouseInMap.cs b/Assets/Script/PlayMode/MouseInMap.cs index 674e4e2..f89f2ff 100644 --- a/Assets/Script/PlayMode/MouseInMap.cs +++ b/Assets/Script/PlayMode/MouseInMap.cs @@ -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; diff --git a/Assets/Script/UI/EnvironmentUIControl.cs b/Assets/Script/UI/EnvironmentUIControl.cs index a61ab27..51d7c79 100644 --- a/Assets/Script/UI/EnvironmentUIControl.cs +++ b/Assets/Script/UI/EnvironmentUIControl.cs @@ -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(); } diff --git a/Assets/Script/UI/StartUIManager.cs b/Assets/Script/UI/StartUIManager.cs index 34ba084..4dd824d 100644 --- a/Assets/Script/UI/StartUIManager.cs +++ b/Assets/Script/UI/StartUIManager.cs @@ -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(); + } } \ No newline at end of file diff --git a/Assets/Script/UI/TargetUIController.cs b/Assets/Script/UI/TargetUIController.cs index 57d7c18..bee4d22 100644 --- a/Assets/Script/UI/TargetUIController.cs +++ b/Assets/Script/UI/TargetUIController.cs @@ -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); diff --git a/README.md b/README.md index 06541a9..dc7b495 100644 --- a/README.md +++ b/README.md @@ -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。 射线分布方式 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index d983ba2..3476c4f 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -12,10 +12,10 @@ EditorUserSettings: value: 06570c0704040b0e5a575520137b5e44154f192e292d22367c2c4866b7b3376f flags: 0 RecentlyUsedSceneGuid-2: - value: 5703025650035e5d090f087148715d4443161e2c7e2c20357b281b31b0e43060 + value: 5453565f53020f085f5d0e72157a0844454f4c2b757d7265757a4f64b7b4313c flags: 0 RecentlyUsedSceneGuid-3: - value: 5453565f53020f085f5d0e72157a0844454f4c2b757d7265757a4f64b7b4313c + value: 5703025650035e5d090f087148715d4443161e2c7e2c20357b281b31b0e43060 flags: 0 RecentlyUsedScenePath-0: value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d diff --git a/UserSettings/Layouts/default-2021.dwlt b/UserSettings/Layouts/default-2021.dwlt index 76e1027..0396f8b 100644 --- a/UserSettings/Layouts/default-2021.dwlt +++ b/UserSettings/Layouts/default-2021.dwlt @@ -14,12 +14,12 @@ MonoBehaviour: m_EditorClassIdentifier: m_PixelRect: serializedVersion: 2 - x: -230 - y: 320 - width: 1920 + x: 51 + y: 43 + width: 1856 height: 1037 m_ShowMode: 4 - m_Title: Inspector + m_Title: Scene m_RootView: {fileID: 2} m_MinSize: {x: 875, y: 300} m_MaxSize: {x: 10000, y: 10000} @@ -44,7 +44,7 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 0 - width: 1920 + width: 1856 height: 1037 m_MinSize: {x: 875, y: 300} m_MaxSize: {x: 10000, y: 10000} @@ -69,7 +69,7 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 0 - width: 1920 + width: 1856 height: 30 m_MinSize: {x: 0, y: 0} m_MaxSize: {x: 0, y: 0} @@ -91,7 +91,7 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 1017 - width: 1920 + width: 1856 height: 20 m_MinSize: {x: 0, y: 0} m_MaxSize: {x: 0, y: 0} @@ -115,12 +115,12 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 30 - width: 1920 + width: 1856 height: 987 m_MinSize: {x: 300, y: 200} m_MaxSize: {x: 24288, y: 16192} vertical: 0 - controlID: 102 + controlID: 16 --- !u!114 &6 MonoBehaviour: m_ObjectHideFlags: 52 @@ -140,12 +140,12 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 0 - width: 1080 + width: 833 height: 987 m_MinSize: {x: 100, y: 200} m_MaxSize: {x: 8096, y: 16192} vertical: 1 - controlID: 103 + controlID: 141 --- !u!114 &7 MonoBehaviour: m_ObjectHideFlags: 52 @@ -163,8 +163,8 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 0 - width: 1080 - height: 707 + width: 833 + height: 708 m_MinSize: {x: 201, y: 221} m_MaxSize: {x: 4001, y: 4021} m_ActualView: {fileID: 13} @@ -189,9 +189,9 @@ MonoBehaviour: m_Position: serializedVersion: 2 x: 0 - y: 707 - width: 1080 - height: 280 + y: 708 + width: 833 + height: 279 m_MinSize: {x: 231, y: 271} m_MaxSize: {x: 10001, y: 10021} m_ActualView: {fileID: 15} @@ -217,14 +217,14 @@ MonoBehaviour: - {fileID: 11} m_Position: serializedVersion: 2 - x: 1080 + x: 833 y: 0 - width: 473 + width: 664 height: 987 m_MinSize: {x: 100, y: 200} m_MaxSize: {x: 8096, y: 16192} vertical: 1 - controlID: 16 + controlID: 17 --- !u!114 &10 MonoBehaviour: m_ObjectHideFlags: 52 @@ -242,7 +242,7 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 0 - width: 473 + width: 664 height: 556 m_MinSize: {x: 202, y: 221} m_MaxSize: {x: 4002, y: 4021} @@ -268,7 +268,7 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 556 - width: 473 + width: 664 height: 431 m_MinSize: {x: 102, y: 121} m_MaxSize: {x: 4002, y: 4021} @@ -293,12 +293,12 @@ MonoBehaviour: m_Children: [] m_Position: serializedVersion: 2 - 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m_Value: {x: -0.71379465, y: 0.056885682, z: -0.058373097, w: -0.6955967} + m_Value: {x: -0.22382718, y: -0.35900563, z: 0.089115016, w: -0.90170664} m_Size: - m_Target: 18.774706 + m_Target: 302.69232 speed: 2 - m_Value: 18.774706 + m_Value: 289.6577 m_Ortho: m_Target: 0 speed: 2 @@ -662,10 +662,10 @@ MonoBehaviour: m_Tooltip: m_Pos: serializedVersion: 2 - x: 1920 + x: 51 y: 73 - width: 1079 - height: 686 + width: 832 + height: 687 m_ViewDataDictionary: {fileID: 0} m_OverlayCanvas: m_LastAppliedPresetName: Default @@ -676,7 +676,7 @@ MonoBehaviour: m_ShowGizmos: 0 m_TargetDisplay: 0 m_ClearColor: {r: 0, g: 0, b: 0, a: 0} - m_TargetSize: {x: 1079, y: 665} + m_TargetSize: {x: 832, y: 666} m_TextureFilterMode: 0 m_TextureHideFlags: 61 m_RenderIMGUI: 1 @@ -691,10 +691,10 @@ MonoBehaviour: m_VRangeLocked: 0 hZoomLockedByDefault: 0 vZoomLockedByDefault: 0 - m_HBaseRangeMin: -539.5 - m_HBaseRangeMax: 539.5 - m_VBaseRangeMin: -332.5 - m_VBaseRangeMax: 332.5 + m_HBaseRangeMin: -416 + m_HBaseRangeMax: 416 + m_VBaseRangeMin: -333 + m_VBaseRangeMax: 333 m_HAllowExceedBaseRangeMin: 1 m_HAllowExceedBaseRangeMax: 1 m_VAllowExceedBaseRangeMin: 1 @@ -712,23 +712,23 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 21 - 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