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ParameterContainerObj; - public GameObject EnviromentObj; + public GameObject EnvironmentObj; public GameObject EnemyContainerObj; - public GameObject thisAgentObj; + public GameObject SceneBlockContainerObj; public GameObject EnvironmentUIControlObj; - public Transform thisAgent; + public GameObject TargetControllerObj; public Camera thisCam; - public CharacterController PlayerController; - public GameObject enemyPrefab; - public GameObject edgeUp; - public GameObject edgeDown; - public GameObject edgeLeft; - public GameObject edgeRight; - public GameObject edgeAgent_Enemy; - [Header("GetAxis() Simulate")] public float MoveSpeed = 2.0f; @@ -45,79 +42,50 @@ public class AgentWithGun : Agent private float Damage; private float fireRate; private int enemyNum; - private int timeLimit; private bool lockCameraX; private bool lockCameraY; - //public Vector3 startPosition = new Vector3(9, 1, 18); - private float startTime = 0; + // environment private int shoot = 0; private float lastShootTime = 0.0f; private int nowEnemyNum = 0; private int enemyKillCount = 0; + private Vector3 killEnemyPosition; private int step = 0; private int EP = 0; public bool defaultTPCamera = true; private bool gunReadyToggle = true; + private string myTag = ""; + // scripts private RaySensors rayScript; - private EnviromentUIControl EnvUICon; - private parameterContainer paramContainer; + private CharacterController PlayerController; + private EnvironmentUIControl EnvUICon; + private ParameterContainer paramContainer; + private SceneBlockContainer blockContainer; + private EnemyContainer eneContainer; + private TargetController targetCon; - [System.NonSerialized] public float minEnemyAreaX; - [System.NonSerialized] public float maxEnemyAreaX; - [System.NonSerialized] public float minEnemyAreaZ; - [System.NonSerialized] public float maxEnemyAreaZ; - [System.NonSerialized] public float minAgentAreaX; - [System.NonSerialized] public float maxAgentAreaX; - [System.NonSerialized] public float minAgentAreaZ; - [System.NonSerialized] public float maxAgentAreaZ; - - [System.NonSerialized] public float nonReward; - [System.NonSerialized] public float shootReward; - [System.NonSerialized] public float shootWithoutReadyReward; - [System.NonSerialized] public float hitReward; - [System.NonSerialized] public float winReward; - [System.NonSerialized] public float loseReward; - [System.NonSerialized] public float killReward; - [System.NonSerialized] public float killBonusReward; - [System.NonSerialized] public int remainTime; [System.NonSerialized] public int finishedState; - private void Start() { - paramContainer = ParameterContainerObj.GetComponent(); - EnvUICon = EnvironmentUIControlObj.GetComponent(); + paramContainer = ParameterContainerObj.GetComponent(); + eneContainer = EnemyContainerObj.GetComponent(); + blockContainer = SceneBlockContainerObj.GetComponent(); + EnvUICon = EnvironmentUIControlObj.GetComponent(); + targetCon = TargetControllerObj.GetComponent(); rayScript = GetComponent(); - // give default Reward to Reward value will be used. - nonReward = paramContainer.nonRewardDefault; - shootReward = paramContainer.shootRewardDefault; - shootWithoutReadyReward = paramContainer.shootWithoutReadyRewardDefault; - hitReward = paramContainer.hitRewardDefault; - winReward = paramContainer.winRewardDefault; - loseReward = paramContainer.loseRewardDefault; - killReward = paramContainer.killRewardDefault; - killBonusReward = paramContainer.killBonusRewardDefault; + PlayerController = this.transform.GetComponent(); // Environment parameters lockMouse = paramContainer.lockMouse; Damage = paramContainer.Damage; fireRate = paramContainer.fireRate; enemyNum = paramContainer.enemyNum; - timeLimit = paramContainer.timeLimit; lockCameraX = paramContainer.lockCameraX; lockCameraY = paramContainer.lockCameraY; //initialize remainTime - remainTime = (int)(timeLimit - Time.time + startTime); - - minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f; - maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f; - minEnemyAreaZ = edgeAgent_Enemy.transform.localPosition.z + 1.0f; - maxEnemyAreaZ = edgeUp.transform.localPosition.z - 1.0f; - - minAgentAreaX = edgeLeft.transform.localPosition.x + 1.0f; - maxAgentAreaX = edgeRight.transform.localPosition.x - 1.0f; - minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f; - maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f; + // this agent's tag + myTag = gameObject.tag; } /* ----------此Update用于debug,Build前删除或注释掉!----------*/ @@ -127,30 +95,6 @@ private void Start() }*/ /* ----------此Update用于debug,Build前删除或注释掉!----------*/ - // --------------初始化--------------- - // randomInitEnemys随机生成enemy - public void randomInitEnemys(int EnemyNum) - { - for (int i = 0; i < EnemyNum; i++) - { - float randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX); - float randZ = UnityEngine.Random.Range(minEnemyAreaZ, maxEnemyAreaZ); - int Y = 1; - Instantiate(enemyPrefab, new Vector3(randX, Y, randZ) + EnviromentObj.transform.position, Quaternion.identity, EnemyContainerObj.transform); - } - } - - // --------------初始化--------------- - // randomInitAgent随机位置初始化Agent - public void randomInitAgent() - { - float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); - float randZ = UnityEngine.Random.Range(minAgentAreaZ, maxAgentAreaZ); - int Y = 1; - Vector3 initAgentLoc = new Vector3(randX, Y, randZ); - thisAgent.localPosition = initAgentLoc; - } - // ------------动作处理-------------- // moveAgent 用于模拟Input.GetAxis移动 public void moveAgent(int vertical, int horizontal) @@ -251,7 +195,7 @@ public void cameraControl(float Mouse_X, float Mouse_Y) //相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的 - thisAgent.Rotate(Vector3.up * Mouse_X); + 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 @@ -265,9 +209,10 @@ public void cameraControl(float Mouse_X, float Mouse_Y) } // GotKill 获得击杀时用于被呼出 - public void GotKill() + public void killRecord(Vector3 thiskillEnemyPosition) { enemyKillCount += 1; + killEnemyPosition = thiskillEnemyPosition; } // check gun is ready to shoot @@ -297,58 +242,26 @@ float ballistic() lastShootTime = Time.time; if (Physics.Raycast(ray, out hit, 100)) { - if (hit.collider.tag == "Enemy") + if (hit.collider.tag != myTag && hit.collider.tag != "Wall") { GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象 - gotHitObj.GetComponent().ReactToHit(Damage, thisAgentObj); + gotHitObj.GetComponent().ReactToHit(Damage, gameObject); shoot = 0; - return hitReward; + return paramContainer.hitReward; } } shoot = 0; - return shootReward; + return paramContainer.shootReward; } else if (shoot != 0 && gunReadyToggle == false) { shoot = 0; - return shootWithoutReadyReward; + return paramContainer.shootWithoutReadyReward; } else { shoot = 0; - return nonReward; - } - } - - // destroyEnemy消除EnemyContainer内所有Enemy - public void destroyAllEnemys() - { - foreach (Transform childObj in EnemyContainerObj.transform) - { - if (childObj.tag == "Enemy") - { - Destroy(childObj.gameObject); - } - } - } - - // checkFinish 检查是否结束回合返回int值 - // 1 = success,2 = overtime,0 = notover - int checkFinish() - { - if (EnemyContainerObj.transform.childCount <= 0) - { - //成功击杀所有Enemy - return 1; - } - else if (Time.time - startTime >= timeLimit) - { - //超时失败 - return 2; - } - else - { - return 0; + return paramContainer.nonReward; } } @@ -363,7 +276,7 @@ int getEnemyNum() { Vector3 thisEnemyPosition = EnemyObj.transform.localPosition; Vector3 thisEnemyScale = EnemyObj.transform.localScale; - Vector3 MyselfPosition = thisAgent.localPosition; + Vector3 MyselfPosition = transform.localPosition; //探测到Agent为自己时的处理 if (thisEnemyPosition == MyselfPosition) @@ -389,7 +302,7 @@ int enemyNumDiff() // ------------Reward-------------- // rewardCalculate 计算本动作的Reward - public float rewardCalculate() + public float rewardCalculate(float sceneReward) { float epreward = 0f; // 击杀reward判断 @@ -397,10 +310,8 @@ public float rewardCalculate() { for (int i = 0; i < enemyKillCount; i++) { - epreward += killReward; - nonReward += killBonusReward; - shootReward += killBonusReward; - shootWithoutReadyReward += killBonusReward; + // get + epreward += targetCon.killReward(killEnemyPosition); } enemyKillCount = 0; } @@ -409,7 +320,7 @@ public float rewardCalculate() enemyKillCount = 0; } // 射击动作reward判断 - epreward += ballistic(); + epreward += ballistic() + sceneReward; return epreward; } @@ -423,32 +334,33 @@ public override void OnEpisodeBegin() { Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse } - //iniCharts(); //thisAgentObj.name = thisAgentObj.GetInstanceID().ToString(); - destroyAllEnemys(); - startTime = Time.time;// Reset StartTime as now time - randomInitAgent(); - randomInitEnemys(enemyNum); + targetCon.rollNewScene(); + paramContainer.resetTimeBonusReward(); nowEnemyNum = getEnemyNum(); // Reset Enemy number // give default Reward to Reward value will be used. - EnvUICon.initChart(); + if (paramContainer.chartOn) + { + EnvUICon.initChart(); + } } - // ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS // 观察情报 public override void CollectObservations(VectorSensor sensor) { - //List enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances //List enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances rayScript.updateRayInfo(); - float[] myObserve = { thisAgent.localPosition.x, thisAgent.localPosition.y, thisAgent.localPosition.z, thisAgent.rotation.w }; + float[] myObserve = { transform.localPosition.x, transform.localPosition.y, transform.localPosition.z, transform.rotation.w }; float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1) float[] rayDisResult = rayScript.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1) + float[] targetStates = targetCon.getTargetStates(); // targettype, target x,y,z, firebasesAreaDiameter + //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);// targettype, target x,y,z, firebasesAreaDiameter sensor.AddObservation(myObserve); // 自机位置xyz+朝向 float[](4,1) sensor.AddObservation(rayTagResult); // 探测用RayTag结果 float[](raySensorNum,1) sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1) @@ -470,42 +382,34 @@ public override void OnActionReceived(ActionBuffers actionBuffers) float Mouse_X = actionBuffers.ContinuousActions[0]; if (vertical == 2) vertical = -1; if (horizontal == 2) horizontal = -1; - remainTime = (int)(timeLimit - Time.time + startTime); //应用输入 shoot = mouseShoot; cameraControl(Mouse_X, 0); moveAgent(vertical, horizontal); - float thisRoundReward = rewardCalculate(); //判断结束 - finishedState = checkFinish(); - if (finishedState == 1) + float sceneReward = 0f; + (finishedState, sceneReward) = targetCon.checkOverAndRewards(); + float thisRoundReward = rewardCalculate(sceneReward); + if (paramContainer.chartOn) { - //Win Finished - EP += 1; - EnvUICon.updateChart(winReward); - SetReward(winReward); - Debug.Log("reward = " + winReward); - EndEpisode(); + EnvUICon.updateChart(thisRoundReward); } - else if (finishedState == 2) + //Debug.Log("reward = " + thisRoundReward); + if (finishedState != (int)TargetController.EndType.Running) { - //Lose Finished + // Win or lose Finished + Debug.Log("Finish reward = " + thisRoundReward); EP += 1; - EnvUICon.updateChart(loseReward); - SetReward(loseReward); - Debug.Log("reward = " + loseReward); EndEpisode(); } else { // game not over yet step += 1; - EnvUICon.updateChart(thisRoundReward); - SetReward(thisRoundReward); - Debug.Log("reward = " + thisRoundReward); } + SetReward(thisRoundReward); } // ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS diff --git a/Assets/Script/InGame/Enemy.cs b/Assets/Script/InGame/Enemy.cs index f9f2208..3630ce6 100644 --- a/Assets/Script/InGame/Enemy.cs +++ b/Assets/Script/InGame/Enemy.cs @@ -1,40 +1,84 @@ using System.Collections; using System.Collections.Generic; +using UnityEditor; using UnityEngine; public class Enemy : MonoBehaviour { - float EnemyHP = 100; - public float EnemyMaxHP = 100; + //扇形角度 + //[SerializeField] private float angle = 80f; + //扇形半径 + //[SerializeField] private float radius = 3.5f; + //物体B + [SerializeField] private Transform b; + + private bool flag; + /// + /// 判断target是否在扇形区域内 + /// + /// 扇形角度 + /// 扇形半径 + /// 攻击者的transform信息 + /// 目标 + /// 目标target在扇形区域内返回true 否则返回false void Start() { - EnemyHP = EnemyMaxHP; } // Update is called once per frame void Update() { - detactDeath(); + //detactDeath(); + //flag = IsInRange(angle, radius, transform, b); } - private void detactDeath() + + public bool IsInRange(float sectorAngle, float sectorRadius, Transform attacker, Transform target) { - if (EnemyHP <= 0){ - Destroy(this.gameObject); - } + //攻击者位置指向目标位置的向量 + Vector3 direction = target.position - attacker.position; + //点乘积结果 + float dot = Vector3.Dot(direction.normalized, transform.forward); + //反余弦计算角度 + float offsetAngle = Mathf.Acos(dot) * Mathf.Rad2Deg; + return offsetAngle < sectorAngle * .5f && direction.magnitude < sectorRadius; } - public void ReactToHit(float Damage,GameObject damageSource) + /* + private void OnDrawGizmos() { - EnemyHP -= Damage; - Debug.Log("HP:"+ EnemyHP); - if(EnemyHP <= 0) + Handles.color = flag ? Color.cyan : Color.red; + + float x = radius * Mathf.Sin(angle / 2f * Mathf.Deg2Rad); + float y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f)); + Vector3 a = new Vector3(transform.position.x - x, transform.position.y, transform.position.z + y); + Vector3 b = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + y); + + Handles.DrawLine(transform.position, a); + Handles.DrawLine(transform.position, b); + + float half = angle / 2; + for (int i = 0; i < half; i++) { - damageSource.GetComponent().GotKill(); - Destroy(this.gameObject); + x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad); + y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f)); + a = new Vector3(transform.position.x - x, transform.position.y, transform.position.z + y); + x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad); + y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f)); + b = new Vector3(transform.position.x - x, transform.position.y, transform.position.z + y); + + Handles.DrawLine(a, b); + } + for (int i = 0; i < half; i++) + { + x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad); + y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f)); + a = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + y); + x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad); + y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f)); + b = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + y); + + Handles.DrawLine(a, b); } } - public float getnowHP() - { - return EnemyHP; - } + */ } diff --git a/Assets/Script/InGame/EnemyContainer.cs b/Assets/Script/InGame/EnemyContainer.cs new file mode 100644 index 0000000..5559744 --- /dev/null +++ b/Assets/Script/InGame/EnemyContainer.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class EnemyContainer : MonoBehaviour +{ + public GameObject enemyPrefab; + public GameObject EnvironmentObj; + public GameObject TargetControllerObj; + + private TargetController targetCon; + + private void Start() + { + targetCon = TargetControllerObj.GetComponent(); + } + + + // initialize enemy by random + public void randomInitEnemys(int EnemyNum) + { + for (int i = 0; i < EnemyNum; i++) + { + float randX = UnityEngine.Random.Range(targetCon.minEnemyAreaX, targetCon.maxEnemyAreaX); + float randZ = UnityEngine.Random.Range(targetCon.minEnemyAreaZ, targetCon.maxEnemyAreaZ); + int enemyY = 1; + initEnemyAtHere(new Vector3(randX, enemyY, randZ)); + } + } + + // initialize enemy by random but not in block area + public void randomInitEnemysExcept(int enemyNum,Vector3 blockPosition,float sceneSize) + { + float randX = 0f; + float randZ = 0f; + for (int i = 0; i < enemyNum; i++) + { + randX = UnityEngine.Random.Range(targetCon.minEnemyAreaX, targetCon.maxEnemyAreaX); + randZ = UnityEngine.Random.Range(targetCon.minEnemyAreaZ, targetCon.maxEnemyAreaZ); + while (Vector3.Distance(blockPosition, new Vector3(randX,0f,randZ)) < sceneSize/2) + { + // while in scene area then respawn + Debug.Log("spawn enemy in area, re:roll"); + randX = UnityEngine.Random.Range(targetCon.minEnemyAreaX, targetCon.maxEnemyAreaX); + randZ = UnityEngine.Random.Range(targetCon.minEnemyAreaZ, targetCon.maxEnemyAreaZ); + } + + int enemyY = 1; + initEnemyAtHere(new Vector3(randX, enemyY, randZ)); + } + } + + // initialize enemy to thisPosition + public void initEnemyAtHere(Vector3 thisPosition) + { + Instantiate(enemyPrefab, thisPosition + EnvironmentObj.transform.position, Quaternion.identity, this.transform); + } + + // destroyEnemy delete enemyContainer's all enemy + public void destroyAllEnemys() + { + foreach (Transform childObj in this.transform) + { + childObj.GetComponent().destroyMe(); + } + } +} diff --git a/Assets/Script/InGame/EnemyHPBar.cs.meta b/Assets/Script/InGame/EnemyContainer.cs.meta similarity index 83% rename from Assets/Script/InGame/EnemyHPBar.cs.meta rename to Assets/Script/InGame/EnemyContainer.cs.meta index 5216267..edc1fbd 100644 --- a/Assets/Script/InGame/EnemyHPBar.cs.meta +++ b/Assets/Script/InGame/EnemyContainer.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: b293d3b541b20b7448f3ca4d09a9c38c +guid: 0350ec966da42b44699fee7309a89ac7 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/InGame/EnvironmentUIControl.cs b/Assets/Script/InGame/EnvironmentUIControl.cs new file mode 100644 index 0000000..76930fb --- /dev/null +++ b/Assets/Script/InGame/EnvironmentUIControl.cs @@ -0,0 +1,114 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; +using XCharts.Runtime; + +public class EnvironmentUIControl : MonoBehaviour +{ + public GameObject TargetControllerObj; + public GameObject ParameterContainerObj; + public GameObject GroundCanvasObj; + public GameObject chartObj; + public TextMeshProUGUI remainTimeText; + public TextMeshProUGUI winLoseText; + public float resultTimeout = 1f; + public GameObject gaugeImgObj; + + private LineChart realTimeRewardChart = null; + private TargetController targetController; + private ParameterContainer paramContainer; + private Image gaugeImg; + private float overTime = 0f; + private int step = 0; + private bool resultActive = false; + + // Start is called before the first frame update + void Start() + { + targetController = TargetControllerObj.GetComponent(); + paramContainer = ParameterContainerObj.GetComponent(); + gaugeImg = gaugeImgObj.GetComponent(); + } + + // Update is called once per frame + void Update() + { + int remainTime = Convert.ToInt32(targetController.startTime + paramContainer.timeLimit - Time.time); + remainTimeText.text = "RemainTime:" + remainTime.ToString(); + if (resultActive && Time.time - overTime >= resultTimeout) + { + // while result is active and show time over timeOut + // clear the result + Debug.Log("clear result"); + winLoseText.text = ""; + winLoseText.color = Color.white; + resultActive = false; + } + } + public void updateChart(float reward) + { + step += 1; + realTimeRewardChart.AddXAxisData(Convert.ToString(step)); + realTimeRewardChart.AddData(0, reward); + } + + public void initChart() + { + if (paramContainer.chartOn && realTimeRewardChart == null) + { + Vector3 chartPos = new Vector3(-210f, 90f, 0f) * GroundCanvasObj.transform.localScale.x; + realTimeRewardChart = chartObj.AddComponent(); + realTimeRewardChart.Init(); + } + realTimeRewardChart.RemoveData(); + realTimeRewardChart.AddSerie("Rewards"); + } + + // show result in UI + public void showResult(int resultState) + { + switch (resultState) + { + case (int)TargetController.EndType.Win: + //Win + Debug.Log("win"); + winLoseText.text = "Win"; + winLoseText.color = Color.green; + overTime = Time.time; + resultActive = true; + break; + case (int)TargetController.EndType.Lose: + //lose + Debug.Log("lose"); + winLoseText.text = "Lose"; + winLoseText.color = Color.red; + overTime = Time.time; + resultActive = true; + break; + default: + break; + } + } + + // update firebases target state gauge + public void updateTargetGauge(float firebasesBelong, float belongMaxPoint) + { + if (firebasesBelong >= 0) + { + gaugeImgObj.transform.localPosition = new Vector3(25f, 0, 0); + gaugeImg.color = Color.blue; + gaugeImg.fillOrigin = 0; + gaugeImg.fillAmount = firebasesBelong / belongMaxPoint; + } + else + { + gaugeImgObj.transform.localPosition = new Vector3(-25f, 0, 0); + gaugeImg.color = Color.red; + gaugeImg.fillOrigin = 1; + gaugeImg.fillAmount = -firebasesBelong / belongMaxPoint; + } + } +} diff --git a/Assets/EnviromentUIControl.cs.meta b/Assets/Script/InGame/EnvironmentUIControl.cs.meta similarity index 100% rename from Assets/EnviromentUIControl.cs.meta rename to Assets/Script/InGame/EnvironmentUIControl.cs.meta diff --git a/Assets/Script/InGame/EnemyHPBar.cs b/Assets/Script/InGame/HPBar.cs similarity index 69% rename from Assets/Script/InGame/EnemyHPBar.cs rename to Assets/Script/InGame/HPBar.cs index 849f275..4a135c5 100644 --- a/Assets/Script/InGame/EnemyHPBar.cs +++ b/Assets/Script/InGame/HPBar.cs @@ -3,22 +3,22 @@ using UnityEngine; using UnityEngine.UI; -public class EnemyHPBar : MonoBehaviour +public class HPBar : MonoBehaviour { - GameObject EnemyOBJ; + GameObject thisObj; GameObject BGOBJ; GameObject gaugeImgOBJ; - + void Start() { - EnemyOBJ = transform.parent.gameObject; + thisObj = transform.parent.gameObject; BGOBJ = transform.GetChild(0).gameObject; gaugeImgOBJ = BGOBJ.transform.GetChild(0).gameObject; Vector3 v = Camera.main.transform.position - transform.position; v.x = v.z = 0.0f; transform.LookAt(Camera.main.transform.position - v); - transform.Rotate(0,180,0); + transform.Rotate(0, 180, 0); } void Update() @@ -26,10 +26,10 @@ void Update() Vector3 v = Camera.main.transform.position - transform.position; v.x = v.z = 0.0f; transform.LookAt(Camera.main.transform.position - v); - transform.Rotate(0,180,0); + transform.Rotate(0, 180, 0); - float maxHP = EnemyOBJ.GetComponent().EnemyMaxHP; - float nowHP = EnemyOBJ.GetComponent().getnowHP(); + float maxHP = thisObj.GetComponent().MaxHP; + float nowHP = thisObj.GetComponent().getnowHP(); gaugeImgOBJ.GetComponent().fillAmount = nowHP / maxHP; } } diff --git a/Assets/parameterContainer.cs.meta b/Assets/Script/InGame/HPBar.cs.meta similarity index 83% rename from Assets/parameterContainer.cs.meta rename to Assets/Script/InGame/HPBar.cs.meta index fa66c21..ecfad9c 100644 --- a/Assets/parameterContainer.cs.meta +++ b/Assets/Script/InGame/HPBar.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ec48577b239fca544a51411c6c49b68a +guid: 925561829acf6c94097de75bf186b561 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Script/InGame/ParameterContainer.cs b/Assets/Script/InGame/ParameterContainer.cs new file mode 100644 index 0000000..09440d8 --- /dev/null +++ b/Assets/Script/InGame/ParameterContainer.cs @@ -0,0 +1,130 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ParameterContainer : MonoBehaviour +{ + public GameObject targetConObj; + public GameObject blockConObj; + public GameObject agentObj; + private TargetController targetCon; + private SceneBlockContainer blockCont; + private float agentDistance; + private int agentInArea; + + + [Header("Env")] + public bool lockMouse = false; + public float Damage = 50; // damage to enemy + public float fireRate = 0.5f; + public int enemyNum = 3; + public int timeLimit = 30; + public bool lockCameraX = false; + public bool lockCameraY = true; + public bool chartOn = false; + + + [Header("Dynamic Defaut Rewards")] + [Tooltip("Hit Enemy reward")] + public float hitRewardDefault = 30.0f; + [Tooltip("Episode Win reward")] + public float winRewardDefault = 50.0f; + [Tooltip("Enemy down reward")] + public float killRewardDefault = 40.0f; + [Tooltip("Enemy down in area Reward")] + public float killInAreaEnemyRewardDefault = 80.0f; + [Tooltip("stay in firebasesArea reward")] + public float inAreaRewardDefault = 1.0f; + [Tooltip("free left time bonus reward. ALLR + leftTime * r")] + public float freeTimeBonusPerSec = 1.0f; + [Tooltip("target left time bonus reward. ALLR + leftTime * r")] + public float targetTimeBonusPerSec = 3.0f; + [Tooltip("in area left time bonus reward. ALLR + leftTime * r")] + public float areaTimeBonusPerSec = 1.0f; + [Tooltip("distance reward reward = r*(1-(nowDis/startDis))")] + public float distanceReward = 1.0f; + + [Header("Dynamic Rewards")] + [Tooltip("Hit Enemy reward")] + public float hitReward = 30.0f; + [Tooltip("Enemy down reward")] + public float killReward = 40.0f; + [Tooltip("Episode Win reward")] + public float winReward = 50.0f; + [Tooltip("Enemy down in area Reward")] + public float killInAreaEnemyReward = 80.0f; + [Tooltip("stay in firebasesArea reward")] + public float inAreaReward = 1.0f; + + + + [Header("Static Rewards")] + [Tooltip("Nothing happened reward")] + public float nonReward = -0.05f; + [Tooltip("Episode Lose reward")] + public float loseReward = -0.05f; + [Tooltip("Agent Do shoot action reward")] + public float shootReward = -0.1f; + [Tooltip("Agent Do shoot action but gun is not read")] + public float shootWithoutReadyReward = -0.15f; + [Tooltip("Kill bonus reward stack to nothing happend reward")] + public float killBonusReward = 0.0f; + [Header("Penalty Rewards")] + [Tooltip("Speed Penalty Reward")] + public float speedPanalty = 0f; + [Tooltip("view Panalty Reward")] + public float viewPanalty = 0f; + + private float targetTimeBonus = 0f; + private float areaTimeBonus = 0f; + private float freeTimeBonus = 0f; + private float targetInAreaTime = 0f; + private float lastFrameTime = 0f; + + private void Start() + { + targetCon = targetConObj.GetComponent(); + blockCont = blockConObj.GetComponent(); + areaTimeBonus = areaTimeBonusPerSec * timeLimit; + freeTimeBonus = freeTimeBonusPerSec * timeLimit; + targetTimeBonus = targetTimeBonusPerSec * timeLimit; + } + + private void Update() + { + if (targetCon.targetTypeInt != (int)TargetController.Targets.Free) + { + (agentDistance, agentInArea) = blockCont.getAgentTargetDistanceAndInside(agentObj.transform.position); + // attack goto or defence target + if (agentInArea == 1) + { + // agent out of area + targetInAreaTime += Time.time - lastFrameTime; + } + areaTimeBonus = areaTimeBonusPerSec * (targetCon.leftTime + targetInAreaTime); + freeTimeBonus = freeTimeBonusPerSec * targetCon.leftTime; + targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime; + lastFrameTime = Time.time; + } + else + { + // free target + areaTimeBonus = areaTimeBonusPerSec * targetCon.leftTime; + freeTimeBonus = freeTimeBonusPerSec * targetCon.leftTime; + targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime; + } + + hitReward = hitRewardDefault + freeTimeBonus; + killReward = killRewardDefault + freeTimeBonus; + winReward = winRewardDefault + targetTimeBonus; + killInAreaEnemyReward = killInAreaEnemyRewardDefault + targetTimeBonus; + inAreaReward = inAreaRewardDefault + areaTimeBonus; + } + + public void resetTimeBonusReward() + { + areaTimeBonus = areaTimeBonusPerSec * timeLimit; + freeTimeBonus = freeTimeBonusPerSec * timeLimit; + targetInAreaTime = 0f; + } +} diff --git a/Assets/Script/InGame/ParameterContainer.cs.meta b/Assets/Script/InGame/ParameterContainer.cs.meta new file mode 100644 index 0000000..e2061fa --- /dev/null +++ b/Assets/Script/InGame/ParameterContainer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cab5ee46e8af1134b840e91077e7592b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/InGame/RaySensors.cs b/Assets/Script/InGame/RaySensors.cs index b05937e..03ddcf3 100644 --- a/Assets/Script/InGame/RaySensors.cs +++ b/Assets/Script/InGame/RaySensors.cs @@ -31,6 +31,7 @@ public class RaySensors : MonoBehaviour public float[] rayDisResult; [System.NonSerialized] public int totalRayNum; + private string myTag = ""; GameObject[] linesOBJ; GameObject[] rayInfoOBJ; LineRenderer[] lineRenderers; @@ -39,7 +40,7 @@ public class RaySensors : MonoBehaviour private void Start() { - + myTag = gameObject.tag; totalRayNum = halfOuterRayNum * 2 + focusRayNum; rayTagResult = new float[totalRayNum]; rayDisResult = new float[totalRayNum]; @@ -63,15 +64,17 @@ private void Start() } } - static int tagToInt(string tag) + public int tagToInt(string tag) { switch (tag) { case "Wall": return 1; - case "Enemy": - return 2; default: + if(tag != myTag) + { + return 2; + } return 0; } } diff --git a/Assets/Script/InGame/SceneBlock.cs b/Assets/Script/InGame/SceneBlock.cs new file mode 100644 index 0000000..f1ededf --- /dev/null +++ b/Assets/Script/InGame/SceneBlock.cs @@ -0,0 +1,197 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class SceneBlock : MonoBehaviour +{ + public GameObject FirebasesAreaObj; + public GameObject EnemyContainerObj; + public float group1InareaNum = 0; + public float group2InareaNum = 0; + public float belongRatio = 0; + public float blockSize = 10f; + public Vector3 firebasesAreaPosition; + public float firebasesAreaScale; + public float firebasesAreaDiameter; + + public enum SceneType { Go, Attack, Defence } + public SceneType sceneType; + public bool isDestroyed = false; + + // firebase state + public string group1Tag = "Player"; + public string group2Tag = "Enemy"; + public float belongMaxPoint = 10f; + public float firebasesBelong; // -10 mean's belon to group2Tag 10 = belon to group1Tag + public float addPointInterval = 0.1f; // add point every addPointInterval scecond + public float stayTimeNeeded = 5f; // howmany time to stay at area to get this area 0->10 + + private float addPointEachInterval; // add point in each interval + private float intervalStart; + private GameObject EnvironmentObj; + public GameObject[] group1Objs; + public GameObject[] group2Objs; + + // Start is called before the first frame update + void Start() + { + firebasesAreaPosition = transform.position + FirebasesAreaObj.transform.position; + firebasesAreaScale = FirebasesAreaObj.transform.localScale.x; + firebasesAreaDiameter = firebasesAreaScale * blockSize; + firebasesBelong = -belongMaxPoint; + addPointEachInterval = belongMaxPoint / (stayTimeNeeded / addPointInterval); + intervalStart = Time.time; + } + + // Update is called once per frame + void Update() + { + if (Time.time - intervalStart >= addPointInterval) + { + group1InareaNum = getInAreaNumber(group1Tag); + group2InareaNum = getInAreaNumber(group2Tag); + belongRatio = group1InareaNum - group2InareaNum; + if (belongRatio > 0) + { + // group 1 have the advantage! + firebasesBelong += addPointEachInterval; + if (firebasesBelong >= belongMaxPoint) + { + firebasesBelong = belongMaxPoint; + } + } + else if (belongRatio < 0) + { + // group 2 have the advantage! + firebasesBelong -= addPointEachInterval; + if (firebasesBelong <= -belongMaxPoint) + { + firebasesBelong = -belongMaxPoint; + } + } + intervalStart = Time.time; + } + } + + //Initialize thi scene block should be excuted after enemy created + public void initBlock(GameObject envObj) + { + //Buffer all Player or enemy obj int this environment to list + EnvironmentObj = envObj; + GameObject[] allGroup1Objs = GameObject.FindGameObjectsWithTag(group1Tag); + GameObject[] allGroup2Objs = GameObject.FindGameObjectsWithTag(group2Tag); + List group1ObjsList = new List(); + List group2ObjsList = new List(); + foreach (GameObject obj in allGroup1Objs) + { + if (obj.transform.root.gameObject == envObj && !obj.GetComponent().isDead) + { + group1ObjsList.Add(obj); + } + } + foreach (GameObject obj in allGroup2Objs) + { + if(obj.transform.root.gameObject == envObj && !obj.GetComponent().isDead) + { + group2ObjsList.Add(obj); + } + } + group1Objs = group1ObjsList.ToArray(); + group2Objs = group2ObjsList.ToArray(); + } + + //check game over 0=notover 1=win + public int checkOver() + { + return 0; + } + + // get in area player number by tag + public float getInAreaNumber(string thisTag) + { + float inAreaNum = 0; + float dist = 0f; + float isInarea = 0f; + int index = 0; + if (thisTag == group1Tag) + { + foreach(GameObject obj in group1Objs) + { + // if object is dead then delete it from list + if (obj == null) + { + // delete null object from list + List group1ObjsList = new List(group1Objs); + group1ObjsList.RemoveAt(index); + group1Objs = group1ObjsList.ToArray(); + } + else + { + (dist, isInarea) = getDist_inArea(obj.transform.position); + if (isInarea != 0f) + { + inAreaNum += 1; + } + } + index++; + } + }else if(thisTag == group2Tag) + { + foreach(GameObject obj in group2Objs) + { + // if object is dead then delete it from list + if (obj == null) + { + // delete null object from list + List group2ObjsList = new List(group2Objs); + group2ObjsList.RemoveAt(index); + group2Objs = group2ObjsList.ToArray(); + } + else + { + (dist, isInarea) = getDist_inArea(obj.transform.position); + if (isInarea != 0f) + { + inAreaNum += 1; + } + } + index++; + } + } + else + { + Debug.LogError("SceneBlock.getinAreaNumber:TagError"); + } + return inAreaNum; + } + + // get this position and target's distance and is in firebase area + public (float, int) getDist_inArea(Vector3 thisPosition) + { + thisPosition.y = FirebasesAreaObj.transform.position.y; + float dist = Vector3.Distance(thisPosition, FirebasesAreaObj.transform.position) - (firebasesAreaDiameter/2); + int isinarea = 0; + if (dist <= 0) + { + dist = 0f; + isinarea = 1; + } + else + { + isinarea = 0; + } + return (dist, isinarea); + } + + //destroy this block + public void destroyMe() + { + Destroy(this.gameObject); + foreach (Transform childObj in EnemyContainerObj.transform) + { + childObj.GetComponent().destroyMe(); + } + isDestroyed = true; + } +} diff --git a/Assets/Script/InGame/SceneBlock.cs.meta b/Assets/Script/InGame/SceneBlock.cs.meta new file mode 100644 index 0000000..86f3f51 --- /dev/null +++ b/Assets/Script/InGame/SceneBlock.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e1ae09061637cf4ead72321c221f783 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/InGame/SceneBlockContainer.cs b/Assets/Script/InGame/SceneBlockContainer.cs new file mode 100644 index 0000000..00d19cc --- /dev/null +++ b/Assets/Script/InGame/SceneBlockContainer.cs @@ -0,0 +1,77 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SceneBlockContainer : MonoBehaviour +{ + public float sceneSize = 10f; + public GameObject EnvironmentObj; + public GameObject[] attackBlockPrefabs = new GameObject[1]; + public GameObject[] goBlockPrefabs = new GameObject[1]; + public GameObject[] defencePrefabs = new GameObject[1]; + + private GameObject thisBlockObj; + public SceneBlock thisBlock; + + private void Start() + { + } + // create block random + public void createNewBlock(int targetType, int blockType, Vector3 blockPosition,string tag1,string tag2) + { + // check if thisBlock is deleted + if (thisBlockObj != null) + { + // delete thisBlock + Debug.LogWarning("Block not clear!"); + destroyBlock(); + } + // choose target type + switch (targetType) + { + case (int)TargetController.Targets.Go: + // goto + thisBlockObj = Instantiate(goBlockPrefabs[blockType], blockPosition + EnvironmentObj.transform.position, Quaternion.identity, transform); + thisBlock = thisBlockObj.GetComponent(); + thisBlock.group1Tag = tag1; + thisBlock.group2Tag = tag2; + sceneSize = thisBlock.blockSize; + break; + case (int)TargetController.Targets.Attack: + // attack + thisBlockObj = Instantiate(attackBlockPrefabs[blockType], blockPosition+ EnvironmentObj.transform.position, Quaternion.identity, transform); + thisBlock = thisBlockObj.GetComponent(); + thisBlock.group1Tag = tag1; + thisBlock.group2Tag = tag2; + sceneSize = thisBlock.blockSize; + break; + case (int)TargetController.Targets.Defence: + // defence + thisBlockObj = Instantiate(defencePrefabs[blockType], blockPosition + EnvironmentObj.transform.position, Quaternion.identity, transform); + thisBlock = thisBlockObj.GetComponent(); + thisBlock.group1Tag = tag1; + thisBlock.group2Tag = tag2; + sceneSize = thisBlock.blockSize; + break; + } + } + + // delete thisBlock + public void destroyBlock() + { + if (thisBlock != null) + { + thisBlock.destroyMe(); + } + thisBlockObj = null; + thisBlock = null; + } + + public (float, int) getAgentTargetDistanceAndInside(Vector3 agentPosition) + { + return thisBlock.getDist_inArea(agentPosition); + } + + +} diff --git a/Assets/Script/InGame/SceneBlockContainer.cs.meta b/Assets/Script/InGame/SceneBlockContainer.cs.meta new file mode 100644 index 0000000..706e442 --- /dev/null +++ b/Assets/Script/InGame/SceneBlockContainer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 94687c2b580b85d4a8ced43c8cfc7bf2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/InGame/TargetController.cs b/Assets/Script/InGame/TargetController.cs new file mode 100644 index 0000000..1d476fc --- /dev/null +++ b/Assets/Script/InGame/TargetController.cs @@ -0,0 +1,379 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Random = UnityEngine.Random; + +public class TargetController : MonoBehaviour +{ + public GameObject EnvironmentObj; + public GameObject AgentObj; + public GameObject SceneBlockContainerObj; + public GameObject EnemyContainerObj; + public GameObject ParameterContainerObj; + public GameObject EnvironmentUIObj; + public GameObject WorldUIObj; + // area + public GameObject edgeUp; + public GameObject edgeDown; + public GameObject edgeLeft; + public GameObject edgeRight; + public GameObject edgeAgent_Enemy; + + //group + public string group1Tag = "Player"; + public string group2Tag = "Enemy"; + + public float minEnemyAreaX; + [System.NonSerialized] public float maxEnemyAreaX; + [System.NonSerialized] public float minEnemyAreaZ; + [System.NonSerialized] public float maxEnemyAreaZ; + [System.NonSerialized] public float minAgentAreaX; + [System.NonSerialized] public float maxAgentAreaX; + [System.NonSerialized] public float minAgentAreaZ; + [System.NonSerialized] public float maxAgentAreaZ; + [System.NonSerialized] public float startTime = 0f; + [System.NonSerialized] public float leftTime = 0f; + + [SerializeField, Range(0f, 1f)] public float attackProb = 0.2f; + [SerializeField, Range(0f, 1f)] public float gotoProb = 0.2f; + [SerializeField, Range(0f, 1f)] public float defenceProb = 0.2f; + + [System.NonSerialized] public int targetTypeInt; + public enum Targets { Free, Go, Attack, Defence, Num };// Num is use for get total target bumber + public enum EndType { Win, Lose, Running, Num }; + [System.NonSerialized] public int targetNum = 0; + private Dictionary oneHotRarget = new Dictionary(); + + private float freeProb; + private float sceneSize; + private float lastDistance; + private Vector3 targetPosition; + private Vector3 targetLocalPosition; + private bool firstRewardFlag = true; + private SceneBlockContainer blockCont; + private EnemyContainer enemyCont; + private EnvironmentUIControl envUICon; + private ParameterContainer paramCon; + private CharacterController agentCharaCon; + private WorldUIController worldUICon; + + // Start is called before the first frame update + void Start() + { + minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f; + maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f; + minEnemyAreaZ = edgeAgent_Enemy.transform.localPosition.z + 1.0f; + maxEnemyAreaZ = edgeUp.transform.localPosition.z - 1.0f; + + minAgentAreaX = edgeLeft.transform.localPosition.x + 1.0f; + maxAgentAreaX = edgeRight.transform.localPosition.x - 1.0f; + minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f; + maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f; + + blockCont = SceneBlockContainerObj.GetComponent(); + envUICon = EnvironmentUIObj.GetComponent(); + enemyCont = EnemyContainerObj.GetComponent(); + agentCharaCon = AgentObj.GetComponent(); + paramCon = ParameterContainerObj.GetComponent(); + worldUICon = WorldUIObj.GetComponent(); + freeProb = 1 - attackProb - gotoProb - defenceProb; + targetNum = (int)Targets.Num; + if (freeProb < 0) + { + Debug.LogError("target percentage wrong"); + } + + // initialize a simple fake onehot encoder. + for (int i = 0; i < targetNum; i++) + { + float[] onehotList = new float[targetNum]; + for (int j = 0; j < targetNum; j++) + { + onehotList[j] = 0; + } + onehotList[i] = 1; + oneHotRarget.Add(i, onehotList); + } + } + + private void Update() + { + leftTime = paramCon.timeLimit - Time.time + startTime; + } + + public void rollNewScene() + { + startTime = Time.time;// Reset StartTime as now time + float randTargetType = UnityEngine.Random.Range(0f, 1f); + if (randTargetType <= gotoProb) + { + // goto target spawn + Debug.Log("GOTO THIS TARGET!"); + targetTypeInt = (int)Targets.Go; + int randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length); + // get choosed scene size + sceneSize = blockCont.goBlockPrefabs[randBlockType].GetComponent().blockSize; + float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize + 1f, maxEnemyAreaX - sceneSize - 1f); + float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize + 1f, maxEnemyAreaZ - sceneSize - 1f); + targetPosition = new Vector3(randX, 0f, randZ); + // Init Agent position + moveAgentToSpwanArea(); + // init scene block + blockCont.destroyBlock(); + blockCont.createNewBlock(targetTypeInt, randBlockType, targetPosition, group1Tag, group2Tag); + enemyCont.destroyAllEnemys(); + enemyCont.randomInitEnemysExcept(paramCon.enemyNum, targetPosition, sceneSize); + blockCont.thisBlock.initBlock(EnvironmentObj); + // set startDistance + firstRewardFlag = true; + } + else if (randTargetType > gotoProb && randTargetType <= gotoProb + attackProb) + { + // attack target spawn + Debug.Log("ATTACK!"); + targetTypeInt = (int)Targets.Attack; + int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length); + // get choosed scene size + sceneSize = blockCont.attackBlockPrefabs[randBlockType].GetComponent().blockSize; + float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize + 1f, maxEnemyAreaX - sceneSize - 1f); + float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize + 1f, maxEnemyAreaZ - sceneSize - 1f); + targetPosition = new Vector3(randX, 0f, randZ); + // Init Agent position + moveAgentToSpwanArea(); + // init scene block + blockCont.destroyBlock(); + blockCont.createNewBlock(targetTypeInt, randBlockType, targetPosition, group1Tag, group2Tag); + enemyCont.destroyAllEnemys(); + enemyCont.randomInitEnemysExcept(paramCon.enemyNum, targetPosition, sceneSize); + blockCont.thisBlock.initBlock(EnvironmentObj); + // set startDistance + firstRewardFlag = true; + } + else if (randTargetType > gotoProb + attackProb && randTargetType <= gotoProb + attackProb + defenceProb) + { + // defence target spawn + Debug.Log("DEFENCE!"); + targetTypeInt = (int)Targets.Defence; + int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length); + // get choosed scene size + sceneSize = blockCont.defencePrefabs[randBlockType].GetComponent().blockSize; + float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize + 1f, maxEnemyAreaX - sceneSize - 1f); + float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize + 1f, maxEnemyAreaZ - sceneSize - 1f); + targetPosition = new Vector3(randX, 0f, randZ); + // Init Agent position + moveAgentTo(targetPosition); + // init scene block + blockCont.destroyBlock(); + blockCont.createNewBlock(targetTypeInt, randBlockType, targetPosition, group1Tag, group2Tag); + enemyCont.destroyAllEnemys(); + enemyCont.randomInitEnemysExcept(paramCon.enemyNum, targetPosition, sceneSize); + blockCont.thisBlock.initBlock(EnvironmentObj); + // set startDistance + firstRewardFlag = true; + } + else + { + Debug.Log("Free"); + targetTypeInt = (int)Targets.Free; + enemyCont.destroyAllEnemys(); + enemyCont.randomInitEnemys(paramCon.enemyNum); + moveAgentToSpwanArea(); + blockCont.destroyBlock(); + } + } + + // get target observation states + public float[] getTargetStates() + { + // targettype, x,y,z, firebasesAreaDiameter + List targetState = new List(); + if (targetTypeInt == (int)Targets.Free) + { + targetState.AddRange(oneHotRarget[targetTypeInt]); + targetState.AddRange(new float[5] { 0f, 0f, 0f, 0f, 0f }); + } + else + { + targetState.AddRange(oneHotRarget[targetTypeInt]); + targetState.AddRange(new float[5] { targetPosition.x, targetPosition.y, targetPosition.z, blockCont.thisBlock.firebasesAreaDiameter, blockCont.thisBlock.belongRatio }); + } + return targetState.ToArray(); + } + + // move Agent into Agent Spawn Area + public void moveAgentToSpwanArea() + { + float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); + float randZ = UnityEngine.Random.Range(minAgentAreaZ, maxAgentAreaZ); + int Y = 1; + Vector3 initAgentLoc = new Vector3(randX, Y, randZ); + moveAgentTo(initAgentLoc); + } + + // move Agent to this position + public void moveAgentTo(Vector3 thisPosition) + { + // while using transform.localPosition to move character + // u should turn off character Controller or it won't work + agentCharaCon.enabled = false; + AgentObj.transform.localPosition = thisPosition; + agentCharaCon.enabled = true; + } + + // caulculate sceneReward if close to target then get great reward + public float getSceneReward(float nowDistance) + { + if (firstRewardFlag) + { + (lastDistance, _) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position); + firstRewardFlag = false; + } + float thisSceneReward = 0f; + thisSceneReward = paramCon.distanceReward * (lastDistance - nowDistance); + lastDistance = nowDistance; + return thisSceneReward; + } + + // check over and get rewards + // 1 = success,2 = overtime,0 = notover + public (int, float) checkOverAndRewards() + { + int endTypeInt = 0; + float thisReward = 0; + int inArea = 0; + float nowDistance = 0f; + switch (targetTypeInt) + { + case (int)Targets.Go: + // goto + (nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position); + envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint); + if (blockCont.thisBlock.firebasesBelong >= blockCont.thisBlock.belongMaxPoint) + { + // win + // let the area belongs to me + thisReward = paramCon.winReward; + //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Win; + } + else if (leftTime <= 0) + { + // time out lose + thisReward = paramCon.loseReward; + //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Lose; + } + else + { + // keep on keeping on! + + thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Running; + } + break; + case (int)Targets.Attack: + // attack + (nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position); + envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint); + if (blockCont.thisBlock.firebasesBelong >= blockCont.thisBlock.belongMaxPoint && blockCont.thisBlock.getInAreaNumber(group2Tag) <= 0) + { + // win + // let the area belongs to me and kill every enmy in this area. + thisReward = paramCon.winReward; + //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Win; + } + else if (leftTime <= 0) + { + // time out lose + thisReward = paramCon.loseReward; + //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Lose; + } + else + { + // keep on keeping on! + thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Running; + } + break; + case (int)Targets.Defence: + //defence + (nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position); + envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint); + if (leftTime <= 0 && blockCont.thisBlock.firebasesBelong >= 0f) + { + // win + // time over and the area still mine + thisReward = paramCon.winReward; + //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Win; + } + else if (blockCont.thisBlock.firebasesBelong <= blockCont.thisBlock.belongMaxPoint) + { + // lost area lose + thisReward = paramCon.loseReward; + //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Lose; + } + else + { + // keep on keeping on! + thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + endTypeInt = (int)EndType.Running; + } + break; + default: + //free kill + if (EnemyContainerObj.transform.childCount <= 0) + { + // win + //thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime); + thisReward = 0f; + endTypeInt = (int)EndType.Win; + } + else if (Time.time - startTime >= paramCon.timeLimit) + { + // lose + //thisReward = paramCon.loseReward; + thisReward = 0f; + endTypeInt = (int)EndType.Lose; + } + else + { + // keep on keeping on! + endTypeInt = (int)EndType.Running; + } + break; + } + envUICon.showResult(endTypeInt); + worldUICon.updateChart(targetTypeInt, endTypeInt); + return (endTypeInt, thisReward); + } + + // calculate kill reward base on killed enemy's position + public float killReward(Vector3 enemyPosition) + { + float thisKillReward = 0f; + if (targetTypeInt == (int)Targets.Attack) + { + // attack + (_, int isInArea) = blockCont.thisBlock.getDist_inArea(enemyPosition); + if (isInArea == 1) + { + thisKillReward = paramCon.killInAreaEnemyReward; + } + else + { + thisKillReward = paramCon.killReward; + } + } + else + { + // goto & defence & free + thisKillReward = paramCon.killReward; + } + return thisKillReward; + } +} diff --git a/Assets/Script/InGame/TargetController.cs.meta b/Assets/Script/InGame/TargetController.cs.meta new file mode 100644 index 0000000..6be58d2 --- /dev/null +++ b/Assets/Script/InGame/TargetController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 92a93d5d33962bc44b9fd2368358d47e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/InGame/WorldUIController.cs b/Assets/Script/InGame/WorldUIController.cs new file mode 100644 index 0000000..64596a6 --- /dev/null +++ b/Assets/Script/InGame/WorldUIController.cs @@ -0,0 +1,68 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using XCharts.Runtime; + +public class WorldUIController : MonoBehaviour +{ + public LineChart WinChart; + public int[] totalGames; + public int[] winGames; + + private int maxXAxis = 0; + // Start is called before the first frame update + void Start() + { + totalGames = new int[(int)TargetController.Targets.Num]; + winGames = new int[(int)TargetController.Targets.Num]; + Array.Clear(totalGames, 0, (int)TargetController.Targets.Num); + Array.Clear(winGames, 0, (int)TargetController.Targets.Num); + //WinChart.Init(); + WinChart.RemoveData(); + for (int i = 0; i < (int)TargetController.Targets.Num; i++) + { + string lineName = Enum.GetName(typeof(TargetController.Targets), i); + WinChart.AddSerie(lineName); + } + } + + // Update is called once per frame + void Update() + { + + } + public void updateChart(int targetType, int endType) + { + float winRatio = 0f; + switch (endType) + { + case (int)TargetController.EndType.Win: + //Win + totalGames[targetType] += 1; + winGames[targetType] += 1; + winRatio = (float)winGames[targetType] / totalGames[targetType]; + WinChart.AddData(targetType, winRatio); + if (totalGames[targetType] > maxXAxis) + { + maxXAxis = totalGames[targetType]; + WinChart.AddXAxisData(Convert.ToString(maxXAxis)); + } + break; + case (int)TargetController.EndType.Lose: + //lose + totalGames[targetType] += 1; + winRatio = (float)winGames[targetType] / totalGames[targetType]; + WinChart.AddData(targetType, winRatio); + if (totalGames[targetType] > maxXAxis) + { + maxXAxis = totalGames[targetType]; + WinChart.AddXAxisData(Convert.ToString(maxXAxis)); + } + break; + default: + break; + } + + } +} diff --git a/Assets/Script/InGame/WorldUIController.cs.meta b/Assets/Script/InGame/WorldUIController.cs.meta new file mode 100644 index 0000000..14b0a37 --- /dev/null +++ b/Assets/Script/InGame/WorldUIController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe230edb81d2a59409af4d033c8d2e7a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/InGame/states.cs b/Assets/Script/InGame/states.cs new file mode 100644 index 0000000..18fc3b6 --- /dev/null +++ b/Assets/Script/InGame/states.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class states : MonoBehaviour +{ + public bool isDead = false; + public float MaxHP = 100; + float myHP = 100; + + void Start() + { + myHP = MaxHP; + } + + void Update() + { + } + private void detactDeath() + { + if (myHP <= 0) + { + Destroy(this.gameObject); + isDead = true; + } + } + // while got hit + public void ReactToHit(float Damage, GameObject damageSource) + { + myHP -= Damage; + Debug.Log("HP:" + myHP); + if (myHP <= 0) + { + if (damageSource.tag == "Player") + { + damageSource.GetComponent().killRecord(transform.position); + Destroy(this.gameObject); + isDead = true; + } + else + { + Destroy(this.gameObject); + isDead = true; + } + } + } + // get my hp from other script + public float getnowHP() + { + return myHP; + } + + public void destroyMe() + { + Destroy(this.gameObject); + isDead = true; + } +} diff --git a/Assets/Script/InGame/states.cs.meta b/Assets/Script/InGame/states.cs.meta new file mode 100644 index 0000000..9366b90 --- /dev/null +++ b/Assets/Script/InGame/states.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b25389b3cd1e7084d81fa752823ef210 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/XCharts/Resources/XCSettings.asset b/Assets/XCharts/Resources/XCSettings.asset index 5b89701..fa07011 100644 --- a/Assets/XCharts/Resources/XCSettings.asset +++ b/Assets/XCharts/Resources/XCSettings.asset @@ -50,3 +50,5 @@ MonoBehaviour: m_CustomThemes: - {fileID: 11400000, guid: 289d2fc7f4ce24f73b9ed8ec52639f72, type: 2} - {fileID: 11400000, guid: e1dc23a10de1e4c5dbfbaf74c4dfd218, type: 2} + - {fileID: 11400000, guid: 2d6d9eb3b43d4a94e98f3bf183836b70, type: 2} + - {fileID: 11400000, guid: 0e489d624f47a3f4092d9e9e574eb883, type: 2} diff --git a/Assets/parameterContainer.cs b/Assets/parameterContainer.cs deleted file mode 100644 index 97b67ea..0000000 --- a/Assets/parameterContainer.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class parameterContainer : MonoBehaviour -{ - [Header("Env")] - public bool lockMouse = false; - public float Damage = 50; // damage to enemy - public float fireRate = 0.5f; - public int enemyNum = 3; - public int timeLimit = 30; - public bool lockCameraX = false; - public bool lockCameraY = true; - - [Header("Rewards")] - [Tooltip("Nothing happened reward")] - public float nonRewardDefault = -0.05f; - [Tooltip("Agent Do shoot action reward")] - public float shootRewardDefault = -0.1f; - [Tooltip("Agent Do shoot action but gun is not read")] - public float shootWithoutReadyRewardDefault = -0.15f; - [Tooltip("Hit Enemy reward")] - public float hitRewardDefault = 30.0f; - [Tooltip("Episode Win reward")] - public float winRewardDefault = 50.0f; - [Tooltip("Episode Lose reward")] - public float loseRewardDefault = -0.05f; - [Tooltip("Enemy down reward")] - public float killRewardDefault = 40.0f; - [Tooltip("Kill bonus reward stack to nothing happend reward")] - public float killBonusRewardDefault = 0.0f; -} diff --git a/Packages/manifest.json b/Packages/manifest.json index 4df3b2e..c48f087 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,14 +1,15 @@ { "dependencies": { "com.monitor1394.xcharts": "https://github.com/XCharts-Team/XCharts.git#3.0", - "com.unity.collab-proxy": "1.9.0", - "com.unity.ide.rider": "2.0.7", + "com.unity.collab-proxy": "1.17.6", + "com.unity.ide.rider": "3.0.16", "com.unity.ide.visualstudio": 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"com.unity.services.core": "1.0.1" + }, "url": "https://packages.unity.com" }, "com.unity.ext.nunit": { @@ -42,11 +44,11 @@ "url": "https://packages.unity.com" }, "com.unity.ide.rider": { - "version": "2.0.7", + "version": "3.0.16", "depth": 0, "source": "registry", "dependencies": { - "com.unity.test-framework": "1.1.1" + "com.unity.ext.nunit": "1.0.6" }, "url": "https://packages.unity.com" }, @@ -60,14 +62,14 @@ "url": "https://packages.unity.com" }, "com.unity.ide.vscode": { - "version": "1.2.4", + "version": "1.2.5", "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.mathematics": { - "version": "1.2.1", + "version": "1.2.6", "depth": 3, "source": "registry", "dependencies": {}, @@ -84,8 +86,44 @@ }, "url": "https://packages.unity.com" }, + "com.unity.nuget.newtonsoft-json": { + "version": "3.0.2", + "depth": 2, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, + "com.unity.probuilder": { + "version": "5.0.3", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.settings-manager": "1.0.3", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.imgui": "1.0.0" + }, + "url": "https://packages.unity.com" + }, + "com.unity.services.core": { + "version": "1.6.0", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.nuget.newtonsoft-json": "3.0.2", + "com.unity.modules.androidjni": "1.0.0" + }, + "url": "https://packages.unity.com" + }, + "com.unity.settings-manager": { + "version": "1.0.3", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.test-framework": { - "version": "1.1.29", + "version": "1.1.31", "depth": 0, "source": "registry", "dependencies": { @@ -105,7 +143,7 @@ "url": "https://packages.unity.com" }, "com.unity.timeline": { - "version": "1.4.8", + "version": "1.6.4", "depth": 0, "source": "registry", "dependencies": { diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 43369e3..88dfcc8 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -28,6 +28,7 @@ GraphicsSettings: m_LensFlare: m_Mode: 1 m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} + m_VideoShadersIncludeMode: 2 m_AlwaysIncludedShaders: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} @@ -36,8 +37,7 @@ GraphicsSettings: - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] - m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, - type: 0} + m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} m_CustomRenderPipeline: {fileID: 0} m_TransparencySortMode: 0 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