V3.2.1 向InGameMessageBox添加颜色功能 整理代码

V3.2.1 向InGameMessageBox添加颜色功能 整理代码
This commit is contained in:
Koha9 2023-08-15 19:47:14 +09:00
parent 709f7cf9d3
commit 3381c83604
14 changed files with 887 additions and 860 deletions

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@ -4,6 +4,8 @@
public class MessageBoxController : MonoBehaviour public class MessageBoxController : MonoBehaviour
{ {
public int maxMessageNum = 50;
public string defaultColor = "white";
public GameObject messagePanelObj; public GameObject messagePanelObj;
public GameObject messageTextPrefab; public GameObject messageTextPrefab;
@ -12,6 +14,8 @@ public class MessageBoxController : MonoBehaviour
public void PushMessage(string text) public void PushMessage(string text)
{ {
// push simple message to message list
MessageOverflowHandler();
Message newMessage = new Message(); Message newMessage = new Message();
newMessage.text = text; newMessage.text = text;
@ -22,10 +26,55 @@ public void PushMessage(string text)
messages.Add(newMessage); messages.Add(newMessage);
} }
// push multi color message to message list
public void PushMessage(List<string> messageList,List<string> colorList)
{
// check messages and colors list length match
if (messageList.Count != colorList.Count)
{
// delete extra messages or add white color to extra messages
if (messageList.Count > colorList.Count)
{
for (int i = 0; i < messageList.Count - colorList.Count; i++)
{
colorList.Add(defaultColor);
}
}
else
{
colorList.RemoveRange(messageList.Count, colorList.Count - messageList.Count);
}
}
MessageOverflowHandler();
Message newMessage = new Message();
newMessage.text = "";
// assemble message text with color
for (int i = 0; i < messageList.Count; i++)
{
newMessage.text += "<color=" + colorList[i] + ">" + messageList[i] + "</color>";
}
GameObject newText = Instantiate(messageTextPrefab, messagePanelObj.transform);
newMessage.textObject = newText.GetComponent<TextMeshProUGUI>();
newMessage.textObject.text = newMessage.text;
messages.Add(newMessage);
}
[System.Serializable] [System.Serializable]
public class Message public class Message
{ {
public string text; public string text;
public TMPro.TextMeshProUGUI textObject; public TMPro.TextMeshProUGUI textObject;
} }
private void MessageOverflowHandler()
{
// destroy the oldest message if message list is full
if (messages.Count >= maxMessageNum)
{
Destroy(messages[0].textObject.gameObject);
messages.RemoveAt(0);
}
}
} }

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View File

@ -73,8 +73,8 @@ private void Start()
myTag = gameObject.tag; myTag = gameObject.tag;
} }
// ------------动作处理-------------- #region Agent Move Control
// moveAgent 用于模拟Input.GetAxis移动
public void MoveAgent(int vertical, int horizontal) public void MoveAgent(int vertical, int horizontal)
{ {
// Vector3 thisMovement; // Vector3 thisMovement;
@ -149,8 +149,10 @@ public void MoveAgent(int vertical, int horizontal)
// update Key Viewer // update Key Viewer
} }
// ------------动作处理-------------- #endregion Agent Move Control
// cameraControl 用于控制Agent视角转动
#region Camera Control
public void CameraControl(float Mouse_X, float Mouse_Y) public void CameraControl(float Mouse_X, float Mouse_Y)
{ {
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime; //Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
@ -187,12 +189,9 @@ public void CameraControl(float Mouse_X, float Mouse_Y)
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴 //且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
} }
// GotKill 获得击杀时用于被呼出 #endregion Camera Control
public void KillRecord(Vector3 thiskillEnemyPosition)
{ #region Reward Functions
enemyKillCount += 1;
killEnemyPosition = thiskillEnemyPosition;
}
// ballistic 射击弹道处理并返回获得reward // ballistic 射击弹道处理并返回获得reward
private float Ballistic(int shootState) private float Ballistic(int shootState)
@ -330,8 +329,6 @@ private float FacingReward()
return thisReward; return thisReward;
} }
// ------------Reward--------------
// rewardCalculate 计算本动作的Reward
public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState) public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState)
{ {
float epreward = 0f; float epreward = 0f;
@ -377,6 +374,15 @@ public float RewardCalculate(float sceneReward, float mouseX, float movement, in
return epreward; return epreward;
} }
#endregion Reward Functions
// GotKill 获得击杀时用于被呼出
public void KillRecord(Vector3 thiskillEnemyPosition)
{
enemyKillCount += 1;
killEnemyPosition = thiskillEnemyPosition;
}
public void UpdateLockMouse() public void UpdateLockMouse()
{ {
// lock mouse based on paramContainer lockMouse // lock mouse based on paramContainer lockMouse

View File

@ -1,643 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
/*TODO:
tag
HP
tag修正
tag重置环境修正
Agent死亡时待机处理*/
public class AgentWithGun : Agent
{
public GameObject parameterContainerObj;
public GameObject environmentObj;
public GameObject enemyContainerObj;
public GameObject sceneBlockContainerObj;
public GameObject environmentUIControlObj;
public GameObject targetControllerObj;
public GameObject HUDObj;
public Camera thisCam;
[Header("GetAxis() Simulate")]
public float moveSpeed = 9.0f;
public float vX = 0f;
public float vZ = 0f;
public Vector3 thisMovement;
public float acceleration = 0.1f; // 加速度
public float mouseXSensitivity = 100;
public float mouseYSensitivity = 200;
public float yRotation = 0.1f;//定义一个浮点类型的量记录围绕X轴旋转的角度
[Header("Env")]
public bool oneHotRayTag = true;
private List<float> spinRecord = new List<float>();
private bool lockMouse;
private float damage;
private float fireRate;
private int enemyNum;
private bool lockCameraX;
private bool lockCameraY;
// environment
private int shoot = 0;
private float lastShootTime = 0.0f;
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 = "";
private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
private float lastTargetFacingDistance = 0f; // record last target facing minimum distance
// scripts
private RaySensors raySensors;
private CharacterController playerController;
private EnvironmentUIControl envUICon;
private ParameterContainer paramContainer;
private SceneBlockContainer blockContainer;
private EnemyContainer eneContainer;
private TargetController targetCon;
private HUDController hudController;
private StartSeneData startSceneData;
// observation
private float[] myObserve = new float[4];
private float[] rayTagResult;
private float[] rayTagResultOnehot;
private float[] rayDisResult;
private float[] targetStates;
private float remainTime;
private float inAreaState;
[System.NonSerialized] public int finishedState;
// start scene datas 0=train 1=play
private int gameMode;
private void Start()
{
// initialize scripts
paramContainer = parameterContainerObj.GetComponent<ParameterContainer>();
eneContainer = enemyContainerObj.GetComponent<EnemyContainer>();
blockContainer = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
envUICon = environmentUIControlObj.GetComponent<EnvironmentUIControl>();
targetCon = targetControllerObj.GetComponent<TargetController>();
hudController = HUDObj.GetComponent<HUDController>();
raySensors = GetComponent<RaySensors>();
playerController = this.transform.GetComponent<CharacterController>();
// initialize gamemode from PrameterContainer
gameMode = paramContainer.gameMode;
// initialize Environment parameters
lockMouse = paramContainer.lockMouse;
damage = paramContainer.damage;
fireRate = paramContainer.fireRate;
enemyNum = hudController.enemyNum;
lockCameraX = paramContainer.lockCameraX;
lockCameraY = paramContainer.lockCameraY;
// initialize remainTime
// this agent's tag
myTag = gameObject.tag;
}
// ------------动作处理--------------
// moveAgent 用于模拟Input.GetAxis移动
public void MoveAgent(int vertical, int horizontal)
{
// Vector3 thisMovement;
if (horizontal != 0)//当按下按键(水平方向)
{
if (vX < moveSpeed && vX > -moveSpeed)//当前速度小于最大速度
{
vX += (float)horizontal * acceleration;//增加加速度
}
else
{
//防止在一瞬间切换输入时速度仍保持不变
if ((vX * horizontal) > 0)//输入与当前速度方向同向
{
vX = (float)horizontal * moveSpeed; //限制最大速度
}
else
{
vX += (float)horizontal * acceleration;//增加加速度
}
}
}
else
{
if (Math.Abs(vX) > 0.001)
{
vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
}
else
{
vX = 0;
}
}
if (vertical != 0)//当按下按键(垂直方向)
{
if (vZ < moveSpeed && vZ > -moveSpeed)//当前速度小于最大速度
{
vZ += (float)vertical * acceleration;//增加加速度
}
else
{
if ((vZ * vertical) > 0)//输入与当前速度方向同向
{
vZ = (float)vertical * moveSpeed; //限制最大速度
}
else
{
vZ += (float)vertical * acceleration;//增加加速度
}
}
}
else
{
if (Math.Abs(vZ) > 0.001)
{
vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
}
else
{
vZ = 0;
}
}
thisMovement = (transform.forward * vZ + transform.right * vX);
//PlayerController下的.Move为实现物体运动的函数
//Move()括号内放入一个Vector3类型的量本例中为Player_Move
if (thisMovement.magnitude > moveSpeed)
{
thisMovement = thisMovement.normalized * moveSpeed;
}
playerController.Move(thisMovement * Time.deltaTime);
// update Key Viewer
}
// ------------动作处理--------------
// cameraControl 用于控制Agent视角转动
public void CameraControl(float Mouse_X, float Mouse_Y)
{
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
//Debug.Log(Input.GetAxis("Mouse X"));
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
if (lockCameraX)
{
Mouse_X = 0;
}
if (lockCameraY)
{
Mouse_Y = 0;
}
yRotation = yRotation - Mouse_Y;
//xRotation值为正时屏幕下移当xRotation值为负时屏幕上移
//当鼠标向上滑动Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负屏幕视角向上滑动
//当鼠标向下滑动Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正屏幕视角向下滑动
//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
//limit UP DOWN between -90 -> 90
yRotation = Mathf.Clamp(yRotation, -90f, 90f);
//相机左右旋转时是以Y轴为中心旋转的上下旋转时是以X轴为中心旋转的
transform.Rotate(Vector3.up * Mouse_X);
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
//即相机左右旋转时是以Y轴为中心旋转的此时Mouse_X控制着值的大小
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
thisCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候按照X-Y-Z轴的旋转顺规
//即以围绕X轴旋转x度围绕Y轴旋转y度围绕Z轴旋转z度
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
}
// GotKill 获得击杀时用于被呼出
public void KillRecord(Vector3 thiskillEnemyPosition)
{
enemyKillCount += 1;
killEnemyPosition = thiskillEnemyPosition;
}
// check gun is ready to shoot
private bool GunReady()
{
if ((Time.time - lastShootTime) >= fireRate)
{
return true;
}
else
{
return false;
}
}
// ballistic 射击弹道处理并返回获得reward
private float Ballistic()
{
Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
Ray ray = thisCam.ScreenPointToRay(point);
RaycastHit hit;
// Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
//按下鼠标左键
if (shoot != 0 && gunReadyToggle == true)
{
lastShootTime = Time.time;
if (Physics.Raycast(ray, out hit, 100))
{
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
{
// kill enemy
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
gotHitObj.GetComponent<States>().ReactToHit(damage, gameObject);
shoot = 0;
return targetCon.HitEnemyReward(gotHitObj.transform.position);
}
}
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
{
// while if attack mode
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
if (targetDis <= raySensors.viewDistance)
{
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position) <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
{
// im shooting at target but didn't hit enemy
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
return paramContainer.shootTargetAreaReward;
}
}
}
shoot = 0;
return paramContainer.shootReward;
}
else if (shoot != 0 && gunReadyToggle == false)
{
// shoot without ready
shoot = 0;
return paramContainer.shootWithoutReadyReward;
}
else
{
// do not shoot
shoot = 0;
return paramContainer.nonReward;
}
}
private float FacingReward()
{
float thisReward = 0;
bool isFacingtoEnemy = false;
float enemyFacingDistance = 0f;
Ray ray = thisCam.ScreenPointToRay(new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0));
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free)
{
//free mode
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100))
{
// facing to an enemy
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
{
thisReward = paramContainer.facingReward;
isFacingtoEnemy = true;
}
}
if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy)
{
// have enemy in view
List<float> projectionDis = new List<float>();
foreach (GameObject thisEnemy in raySensors.inViewEnemies)
{
// for each enemy in view
Vector3 projection = Vector3.Project(thisEnemy.transform.position - transform.position, (ray.direction * 10));
Vector3 verticalToRay = transform.position + projection - thisEnemy.transform.position;
projectionDis.Add(verticalToRay.magnitude);
// Debug.Log("enemy!" + verticalToRay.magnitude);
// Debug.DrawRay(transform.position, (ray.direction * 100), Color.cyan);
// Debug.DrawRay(transform.position, thisEnemy.transform.position - transform.position, Color.yellow);
// Debug.DrawRay(transform.position, projection, Color.blue);
// Debug.DrawRay(thisEnemy.transform.position, verticalToRay, Color.magenta);
}
enemyFacingDistance = projectionDis.Min();
if (enemyFacingDistance <= lastEnemyFacingDistance)
{
// closing to enemy
thisReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
}
else
{
thisReward = 0;
}
// enemy in view Reward
lastEnemyFacingDistance = enemyFacingDistance;
if (thisReward >= paramContainer.facingReward) thisReward = paramContainer.facingReward; // limit
if (thisReward <= -paramContainer.facingReward) thisReward = -paramContainer.facingReward; // limit
// Debug.Log("ninimum = " + thisReward);
}
}
else if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
{
// attack mode
// Target to Agent distance
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
// center of screen between target's distance
float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position);
if (targetDis <= raySensors.viewDistance)
{
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
// while center of screen between target's distance is lower than firebasesAreaDiameter
// while facing to target
if (camCenterToTarget <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
{
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
thisReward = paramContainer.facingReward;
}
else
{
// while not facing to target
thisReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward;
}
}
// update lastTargetFacingDistance
lastTargetFacingDistance = camCenterToTarget;
}
return thisReward;
}
// ------------Reward--------------
// rewardCalculate 计算本动作的Reward
public float RewardCalculate(float sceneReward, float mouseX, float movement)
{
float epreward = 0f;
// 击杀reward判断
if (enemyKillCount > 0)
{
for (int i = 0; i < enemyKillCount; i++)
{
// get
epreward += targetCon.KillReward(killEnemyPosition);
}
enemyKillCount = 0;
}
else
{
enemyKillCount = 0;
}
// 射击动作reward判断
epreward += Ballistic() + sceneReward;
// facing reward
epreward += FacingReward();
// Penalty
// spin penalty
spinRecord.Add(mouseX);
if (spinRecord.Count >= paramContainer.spinRecordMax)
{
spinRecord.RemoveAt(0);
}
float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty);
if (spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
{
epreward -= spinPenaltyReward;
}
else
{
epreward -= Math.Abs(mouseX) * paramContainer.mousePenalty;
}
// move penalty
if (movement != 0)
{
epreward -= paramContainer.movePenalty;
}
return epreward;
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// env开始执行初始化
public override void OnEpisodeBegin()
{
Debug.LogWarning("GameState|START TEST!");
step = 0;
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse
}
paramContainer.ResetTimeBonusReward();
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
if (gameMode == 0)
{
// train mode
targetCon.RollNewScene();
}
else
{
// play mode
targetCon.PlayInitialize();
}
// give default Reward to Reward value will be used.
if (hudController.chartOn)
{
envUICon.InitChart();
}
raySensors.UpdateRayInfo(); // update raycast
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// 观察情报
public override void CollectObservations(VectorSensor sensor)
{
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
/**myObserve[0] = transform.localPosition.x / raySensors.viewDistance;
myObserve[1] = transform.localPosition.y / raySensors.viewDistance;
myObserve[2] = transform.localPosition.z / raySensors.viewDistance;
myObserve[3] = transform.eulerAngles.y / 360f;**/
myObserve[0] = transform.localPosition.x;
myObserve[1] = transform.localPosition.y;
myObserve[2] = transform.localPosition.z;
myObserve[3] = transform.eulerAngles.y / 36f;
rayTagResult = raySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
rayTagResultOnehot = raySensors.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List<int>[](raySensorNum*Tags,1)
rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
targetStates = targetCon.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter
remainTime = targetCon.leftTime;
inAreaState = targetCon.GetInAreaState();
gunReadyToggle = GunReady();
//float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
//sensor.AddObservation(allEnemyNum); // 敌人数量 int
sensor.AddObservation(targetStates);// (6) targettype, target x,y,z, firebasesAreaDiameter
sensor.AddObservation(inAreaState); // (1)
sensor.AddObservation(remainTime); // (1)
sensor.AddObservation(gunReadyToggle); // (1) save gun is ready?
sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1)
if (oneHotRayTag)
{
sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
}
else
{
sensor.AddObservation(rayTagResult);
}
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
envUICon.UpdateStateText(targetStates, inAreaState, remainTime, gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
/*foreach(float aaa in rayDisResult)
{
Debug.Log(aaa);
}
Debug.LogWarning("------------");*/
//sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
//sensor.AddObservation(raySensorNum); // raySensor数量 int
//sensor.AddObservation(remainTime); // RemainTime int
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// agent 输入处理
public override void OnActionReceived(ActionBuffers actionBuffers)
{
//获取输入
int vertical = actionBuffers.DiscreteActions[0];
int horizontal = actionBuffers.DiscreteActions[1];
int mouseShoot = actionBuffers.DiscreteActions[2];
float Mouse_X = actionBuffers.ContinuousActions[0];
if (vertical == 2) vertical = -1;
if (horizontal == 2) horizontal = -1;
//应用输入
shoot = mouseShoot;
CameraControl(Mouse_X, 0);
MoveAgent(vertical, horizontal);
raySensors.UpdateRayInfo(); // update raycast
//判断结束
float sceneReward = 0f;
float endReward = 0f;
(finishedState, sceneReward, endReward) = targetCon.CheckOverAndRewards();
float thisRoundReward = RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal));
if (hudController.chartOn)
{
envUICon.UpdateChart(thisRoundReward);
}
else
{
envUICon.RemoveChart();
}
//Debug.Log("reward = " + thisRoundReward);
if (finishedState != (int)TargetController.EndType.Running)
{
// Win or lose Finished
Debug.Log("Finish reward = " + thisRoundReward);
EP += 1;
string targetString = Enum.GetName(typeof(SceneBlockContainer.Targets), targetCon.targetTypeInt);
switch (finishedState)
{
case (int)TargetController.EndType.Win:
Debug.LogWarning("Result|" + targetString + "|Win");
break;
case (int)TargetController.EndType.Lose:
Debug.LogWarning("Result|" + targetString + "|Lose");
break;
default:
Debug.LogWarning("TypeError");
break;
}
SetReward(thisRoundReward);
EndEpisode();
}
else
{
// game not over yet
step += 1;
}
SetReward(thisRoundReward);
}
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
// 控制调试
public override void Heuristic(in ActionBuffers actionsOut)
{
//-------------------BUILD
ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
int vertical = 0;
int horizontal = 0;
if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))
{
vertical = 1;
}
else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
{
vertical = -1;
}
else
{
vertical = 0;
}
if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A))
{
horizontal = 1;
}
else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
{
horizontal = -1;
}
else
{
horizontal = 0;
}
if (Input.GetMouseButton(0))
{
// Debug.Log("mousebuttonhit");
shoot = 1;
}
else
{
shoot = 0;
}
discreteActions[0] = vertical;
discreteActions[1] = horizontal;
discreteActions[2] = shoot;
//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
float Mouse_X = Input.GetAxis("Mouse X") * mouseXSensitivity * Time.deltaTime;
float Mouse_Y = Input.GetAxis("Mouse Y") * mouseYSensitivity * Time.deltaTime;
continuousActions[0] = Mouse_X;
//continuousActions[1] = nonReward;
//continuousActions[2] = shootReward;
//continuousActions[3] = shootWithoutReadyReward;
//continuousActions[4] = hitReward;
//continuousActions[5] = winReward;
//continuousActions[6] = loseReward;
//continuousActions[7] = killReward;
//continuousActions[1] = Mouse_Y;
//continuousActions[2] = timeLimit;
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4faf6e358e53cc24582eaff8dd830f97
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,4 +1,5 @@
using System; using System;
using System.Collections.Generic;
using Unity.MLAgents; using Unity.MLAgents;
using Unity.MLAgents.Actuators; using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors;
@ -16,12 +17,14 @@ public class MLAgentsCustomController : Agent
// script // script
private AgentController agentController; private AgentController agentController;
private ParameterContainer paramContainer; private ParameterContainer paramContainer;
private TargetController targetController; private TargetController targetController;
private EnvironmentUIControl envUIController; private EnvironmentUIControl envUIController;
private HUDController hudController; private HUDController hudController;
private TargetUIController targetUIController; private TargetUIController targetUIController;
private RaySensors raySensors; private RaySensors raySensors;
private MessageBoxController messageBoxController;
// observation // observation
private float[] myObserve = new float[4]; private float[] myObserve = new float[4];
@ -46,13 +49,13 @@ private void Start()
envUIController = environmentUIObj.GetComponent<EnvironmentUIControl>(); envUIController = environmentUIObj.GetComponent<EnvironmentUIControl>();
hudController = hudUIObj.GetComponent<HUDController>(); hudController = hudUIObj.GetComponent<HUDController>();
targetUIController = hudUIObj.GetComponent<TargetUIController>(); targetUIController = hudUIObj.GetComponent<TargetUIController>();
messageBoxController = hudUIObj.GetComponent<MessageBoxController>();
} }
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS #region On episode begin function
// env开始执行初始化
public override void OnEpisodeBegin() public override void OnEpisodeBegin()
{ {
Debug.LogWarning("GameState|START TEST!");
step = 0; step = 0;
agentController.UpdateLockMouse(); agentController.UpdateLockMouse();
paramContainer.ResetTimeBonusReward(); paramContainer.ResetTimeBonusReward();
@ -80,8 +83,10 @@ public override void OnEpisodeBegin()
raySensors.UpdateRayInfo(); // update raycast raySensors.UpdateRayInfo(); // update raycast
} }
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS #endregion On episode begin function
// 观察情报
#region Observation sensor function
public override void CollectObservations(VectorSensor sensor) public override void CollectObservations(VectorSensor sensor)
{ {
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances //List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
@ -129,8 +134,10 @@ public override void CollectObservations(VectorSensor sensor)
//sensor.AddObservation(remainTime); // RemainTime int //sensor.AddObservation(remainTime); // RemainTime int
} }
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS #endregion Observation sensor function
// agent 输入处理
#region Action received function
public override void OnActionReceived(ActionBuffers actionBuffers) public override void OnActionReceived(ActionBuffers actionBuffers)
{ {
//获取输入 //获取输入
@ -170,10 +177,16 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
{ {
case (int)TargetController.EndType.Win: case (int)TargetController.EndType.Win:
Debug.LogWarning("Result|" + targetString + "|Win"); Debug.LogWarning("Result|" + targetString + "|Win");
messageBoxController.PushMessage(
new List<string> { "Game Win" },
new List<string> { "green" });
break; break;
case (int)TargetController.EndType.Lose: case (int)TargetController.EndType.Lose:
Debug.LogWarning("Result|" + targetString + "|Lose"); Debug.LogWarning("Result|" + targetString + "|Lose");
messageBoxController.PushMessage(
new List<string> { "Game Lose" },
new List<string> { "red" });
break; break;
default: default:
@ -191,8 +204,10 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
SetReward(thisRoundReward); SetReward(thisRoundReward);
} }
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS #endregion Action received function
// 控制调试
#region Heuristic function
public override void Heuristic(in ActionBuffers actionsOut) public override void Heuristic(in ActionBuffers actionsOut)
{ {
//-------------------BUILD //-------------------BUILD
@ -250,4 +265,6 @@ public override void Heuristic(in ActionBuffers actionsOut)
//continuousActions[2] = timeLimit; //continuousActions[2] = timeLimit;
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^ //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
} }
#endregion Heuristic function
} }

View File

@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class ParameterContainer : MonoBehaviour public class ParameterContainer : MonoBehaviour
@ -5,9 +6,11 @@ public class ParameterContainer : MonoBehaviour
public GameObject targetConObj; public GameObject targetConObj;
public GameObject blockConObj; public GameObject blockConObj;
public GameObject agentObj; public GameObject agentObj;
public GameObject hudObj;
private TargetController targetCon; private TargetController targetCon;
private SceneBlockContainer blockCont; private SceneBlockContainer blockCont;
private StartSeneData startSceneData; private StartSeneData startSceneData;
private MessageBoxController messageCon;
private float agentDistance; private float agentDistance;
private int agentInArea; private int agentInArea;
@ -142,6 +145,7 @@ private void Start()
{ {
targetCon = targetConObj.GetComponent<TargetController>(); targetCon = targetConObj.GetComponent<TargetController>();
blockCont = blockConObj.GetComponent<SceneBlockContainer>(); blockCont = blockConObj.GetComponent<SceneBlockContainer>();
messageCon = hudObj.GetComponent<MessageBoxController>();
areaTimeBonus = areaTimeBonusPerSec * timeLimit; areaTimeBonus = areaTimeBonusPerSec * timeLimit;
freeTimeBonus = freeTimeBonusPerSec * timeLimit; freeTimeBonus = freeTimeBonusPerSec * timeLimit;
targetTimeBonus = targetTimeBonusPerSec * timeLimit; targetTimeBonus = targetTimeBonusPerSec * timeLimit;
@ -149,11 +153,17 @@ private void Start()
{ {
// try get start scene data // try get start scene data
startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent<StartSeneData>(); startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent<StartSeneData>();
messageCon.PushMessage(
new List<string> { "ParameterContainer:", "StartSceneDataTransfer found!" },
new List<string> { "green", "white" });
} }
catch catch
{ {
// if not found, find dummy StartSeneData // if not found, find dummy StartSeneData
startSceneData = GameObject.Find("StartSceneDataTransferDummy").GetComponent<StartSeneData>(); startSceneData = GameObject.Find("StartSceneDataTransferDummy").GetComponent<StartSeneData>();
messageCon.PushMessage(
new List<string> { "ParameterContainer:", "StartSceneDataTransfer not found!" },
new List<string> { "orange" });
} }
gameMode = startSceneData.gameMode; gameMode = startSceneData.gameMode;
attackProb = startSceneData.attackProb; attackProb = startSceneData.attackProb;

View File

@ -16,6 +16,7 @@ public class TargetController : MonoBehaviour
// area // area
public GameObject edgeUp; public GameObject edgeUp;
public GameObject edgeDown; public GameObject edgeDown;
public GameObject edgeLeft; public GameObject edgeLeft;
public GameObject edgeRight; public GameObject edgeRight;
@ -23,6 +24,7 @@ public class TargetController : MonoBehaviour
//group //group
public string group1Tag = "Player"; public string group1Tag = "Player";
public string group2Tag = "Enemy"; public string group2Tag = "Enemy";
public float minEnemyAreaX; public float minEnemyAreaX;
@ -54,7 +56,6 @@ public enum EndType
private float sceneBlockSize; private float sceneBlockSize;
private float lastDistance; private float lastDistance;
public Vector3 targetPosition; public Vector3 targetPosition;
private Vector3 targetLocalPosition;
private bool firstRewardFlag = true; private bool firstRewardFlag = true;
private bool targetEnemySpawnFinish = false; private bool targetEnemySpawnFinish = false;
private SceneBlockContainer sceneBlockCon; private SceneBlockContainer sceneBlockCon;
@ -64,7 +65,6 @@ public enum EndType
private CharacterController agentCharaCon; private CharacterController agentCharaCon;
private WorldUIController worldUICon; private WorldUIController worldUICon;
private HUDController hudCon; private HUDController hudCon;
private RaySensors raySensors;
// start scene datas 0=train 1=play // start scene datas 0=train 1=play
private int gamemode; private int gamemode;
@ -79,7 +79,6 @@ private void Start()
paramCon = parameterContainerObj.GetComponent<ParameterContainer>(); paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
worldUICon = worldUIObj.GetComponent<WorldUIController>(); worldUICon = worldUIObj.GetComponent<WorldUIController>();
hudCon = HUDObj.GetComponent<HUDController>(); hudCon = HUDObj.GetComponent<HUDController>();
raySensors = agentObj.GetComponent<RaySensors>();
// get parameter from ParameterContainer // get parameter from ParameterContainer
gamemode = paramCon.gameMode; gamemode = paramCon.gameMode;
@ -133,6 +132,8 @@ private void Update()
} }
} }
#region Train Mode Initialization Functions
public void RollNewScene() public void RollNewScene()
{ {
startTime = Time.time;// Reset StartTime as now time startTime = Time.time;// Reset StartTime as now time
@ -179,30 +180,9 @@ public void RollNewScene()
envUICon.UpdateTargetType(targetTypeInt); envUICon.UpdateTargetType(targetTypeInt);
} }
// get target observation states #endregion Train Mode Initialization Functions
private void UpdateTargetStates(Vector3? thisTargetPosition = null)
{ #region Agent Move Method
// targettype, x,y,z, firebasesAreaDiameter
targetState[0] = targetTypeInt;
if (thisTargetPosition != null)
{
targetPosition = (Vector3)thisTargetPosition;
}
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay)
{
for (int i = 1; i < targetState.Length; i++)
// set target position state to 0
targetState[i] = 0f;
}
else
{
targetState[1] = targetPosition.x;
targetState[2] = targetPosition.y;
targetState[3] = targetPosition.z;
targetState[4] = sceneBlockCon.thisBlock.firebasesAreaDiameter;
targetState[5] = sceneBlockCon.thisBlock.belongRatio;
}
}
// move Agent into Agent Spawn Area // move Agent into Agent Spawn Area
private void MoveAgentToSpwanArea() private void MoveAgentToSpwanArea()
@ -235,6 +215,52 @@ public void MoveAgentTo(Vector3 thisPosition)
agentCharaCon.enabled = true; agentCharaCon.enabled = true;
} }
#endregion Agent Move Method
#region Random SceneBlock Spawn Method
// initialize scene block by target type
private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType)
{
int randBlockType = 0;
switch (thisTargetType)
{
case SceneBlockContainer.Targets.Go:
randBlockType = Random.Range(0, sceneBlockCon.goBlockPrefabs.Length);
sceneBlockSize = sceneBlockCon.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
break;
case SceneBlockContainer.Targets.Attack:
randBlockType = Random.Range(0, sceneBlockCon.attackBlockPrefabs.Length);
sceneBlockSize = sceneBlockCon.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
break;
case SceneBlockContainer.Targets.Defence:
// randBlockType = Random.Range(0, blockCont.defenceBlockPrefabs.Length);
// sceneBlockSize = blockCont.defenceBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
Debug.LogWarning("Defence Block Not Ready");
break;
default:
Debug.LogWarning("TargetController: InitializeSceneBlock: Wrong TargetType");
break;
}
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
targetPosition = new Vector3(randX, 0, randZ);
// init scene block
sceneBlockCon.DestroyBlock();
sceneBlockCon.CreateNewBlock(thisTargetType, randBlockType, targetPosition, group1Tag, group2Tag);
enemyCon.DestroyAllEnemys();
enemyCon.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize);
sceneBlockCon.thisBlock.InitBlock(environmentObj);
}
#endregion Random SceneBlock Spawn Method
#region Reward function
// check over and get rewards // check over and get rewards
// 1 = success,2 = overtime,0 = notover // 1 = success,2 = overtime,0 = notover
public (int, float, float) CheckOverAndRewards() public (int, float, float) CheckOverAndRewards()
@ -378,41 +404,6 @@ public void MoveAgentTo(Vector3 thisPosition)
return (endTypeInt, thisReward, endReward); return (endTypeInt, thisReward, endReward);
} }
// initialize scene block by target type
private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType)
{
int randBlockType = 0;
switch (thisTargetType)
{
case SceneBlockContainer.Targets.Go:
randBlockType = Random.Range(0, sceneBlockCon.goBlockPrefabs.Length);
sceneBlockSize = sceneBlockCon.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
break;
case SceneBlockContainer.Targets.Attack:
randBlockType = Random.Range(0, sceneBlockCon.attackBlockPrefabs.Length);
sceneBlockSize = sceneBlockCon.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
break;
case SceneBlockContainer.Targets.Defence:
// randBlockType = Random.Range(0, blockCont.defenceBlockPrefabs.Length);
// sceneBlockSize = blockCont.defenceBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
Debug.LogWarning("Defence Block Not Ready");
break;
default:
Debug.LogWarning("TargetController: InitializeSceneBlock: Wrong TargetType");
break;
}
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
targetPosition = new Vector3(randX, 0, randZ);
// init scene block
sceneBlockCon.DestroyBlock();
sceneBlockCon.CreateNewBlock(thisTargetType, randBlockType, targetPosition, group1Tag, group2Tag);
enemyCon.DestroyAllEnemys();
enemyCon.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize);
sceneBlockCon.thisBlock.InitBlock(environmentObj);
}
// caulculate sceneReward if close to target then get great reward // caulculate sceneReward if close to target then get great reward
private float GetDistanceReward(float nowDistance, int inarea) private float GetDistanceReward(float nowDistance, int inarea)
{ {
@ -501,20 +492,10 @@ public float HitEnemyReward(Vector3 enemyPosition)
return thisHitReward; return thisHitReward;
} }
// get in area state #endregion Reward function
public int GetInAreaState()
{ #region Play Mode Method
if (targetTypeInt == (int)SceneBlockContainer.Targets.Go)
{
return inArea;
}
else
{
return 0;
}
}
// Play Mode method
// Initialize Play mode // Initialize Play mode
public void PlayInitialize() public void PlayInitialize()
{ {
@ -557,4 +538,44 @@ public void StayModeChange()
UpdateTargetStates(); UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt); envUICon.UpdateTargetType(targetTypeInt);
} }
#endregion Play Mode Method
// get target observation states
private void UpdateTargetStates(Vector3? thisTargetPosition = null)
{
// targettype, x,y,z, firebasesAreaDiameter
targetState[0] = targetTypeInt;
if (thisTargetPosition != null)
{
targetPosition = (Vector3)thisTargetPosition;
}
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay)
{
for (int i = 1; i < targetState.Length; i++)
// set target position state to 0
targetState[i] = 0f;
}
else
{
targetState[1] = targetPosition.x;
targetState[2] = targetPosition.y;
targetState[3] = targetPosition.z;
targetState[4] = sceneBlockCon.thisBlock.firebasesAreaDiameter;
targetState[5] = sceneBlockCon.thisBlock.belongRatio;
}
}
// get in area state
public int GetInAreaState()
{
if (targetTypeInt == (int)SceneBlockContainer.Targets.Go)
{
return inArea;
}
else
{
return 0;
}
}
} }

View File

@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class MouseInMap : MonoBehaviour public class MouseInMap : MonoBehaviour
@ -64,7 +65,8 @@ private void Update()
if (IsAgentorEnemyWithinDistance(targetDistanceThreshold)) if (IsAgentorEnemyWithinDistance(targetDistanceThreshold))
{ {
// if agent or enemy is nearby, do not create new block // if agent or enemy is nearby, do not create new block
messageCon.PushMessage("Agent or Enemy is too close!"); messageCon.PushMessage(new List<string> { "Agent or Enemy is too close!" },
new List<string> { "#800000ff" });
} }
else else
{ {
@ -80,7 +82,8 @@ private void Update()
if (IsAgentorEnemyWithinDistance(targetDistanceThreshold)) if (IsAgentorEnemyWithinDistance(targetDistanceThreshold))
{ {
// if agent or enemy is nearby, do not create new block // if agent or enemy is nearby, do not create new block
messageCon.PushMessage("Agent or Enemy is too close!"); messageCon.PushMessage(new List<string> { "Agent or Enemy is too close!" },
new List<string> { "#800000ff" });
} }
else else
{ {
@ -95,7 +98,8 @@ private void Update()
case MouseMode.EnemySet: case MouseMode.EnemySet:
if (IsAgentorEnemyWithinDistance(enemyDistanceThreshold)) if (IsAgentorEnemyWithinDistance(enemyDistanceThreshold))
{ {
messageCon.PushMessage("Agent or Enemy is too close!"); messageCon.PushMessage(new List<string> { "Agent or Enemy is too close!" },
new List<string> { "#800000ff" });
} }
else else
{ {

View File

@ -14,16 +14,16 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_PixelRect: m_PixelRect:
serializedVersion: 2 serializedVersion: 2
x: -209 x: 65
y: 156 y: 43
width: 1839 width: 1855
height: 1021 height: 1037
m_ShowMode: 4 m_ShowMode: 4
m_Title: Console m_Title: Project
m_RootView: {fileID: 9} m_RootView: {fileID: 9}
m_MinSize: {x: 875, y: 300} m_MinSize: {x: 875, y: 300}
m_MaxSize: {x: 10000, y: 10000} m_MaxSize: {x: 10000, y: 10000}
m_Maximized: 0 m_Maximized: 1
--- !u!114 &2 --- !u!114 &2
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@ -40,9 +40,9 @@ MonoBehaviour:
m_Position: m_Position:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 733 y: 745
width: 1089 width: 1096
height: 238 height: 242
m_MinSize: {x: 231, y: 271} m_MinSize: {x: 231, y: 271}
m_MaxSize: {x: 10001, y: 10021} m_MaxSize: {x: 10001, y: 10021}
m_ActualView: {fileID: 15} m_ActualView: {fileID: 15}
@ -70,12 +70,12 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1089 width: 1096
height: 971 height: 987
m_MinSize: {x: 100, y: 200} m_MinSize: {x: 100, y: 200}
m_MaxSize: {x: 8096, y: 16192} m_MaxSize: {x: 8096, y: 16192}
vertical: 1 vertical: 1
controlID: 128 controlID: 24
--- !u!114 &4 --- !u!114 &4
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@ -92,11 +92,11 @@ MonoBehaviour:
m_Position: m_Position:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 462 y: 470
width: 345 width: 348
height: 509 height: 517
m_MinSize: {x: 102, y: 121} m_MinSize: {x: 100, y: 100}
m_MaxSize: {x: 4002, y: 4021} m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 19} m_ActualView: {fileID: 19}
m_Panes: m_Panes:
- {fileID: 19} - {fileID: 19}
@ -119,14 +119,14 @@ MonoBehaviour:
- {fileID: 4} - {fileID: 4}
m_Position: m_Position:
serializedVersion: 2 serializedVersion: 2
x: 1089 x: 1096
y: 0 y: 0
width: 345 width: 348
height: 971 height: 987
m_MinSize: {x: 100, y: 200} m_MinSize: {x: 100, y: 200}
m_MaxSize: {x: 8096, y: 16192} m_MaxSize: {x: 8096, y: 16192}
vertical: 1 vertical: 1
controlID: 16 controlID: 68
--- !u!114 &6 --- !u!114 &6
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@ -144,10 +144,10 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 345 width: 348
height: 462 height: 470
m_MinSize: {x: 202, y: 221} m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4002, y: 4021} m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 17} m_ActualView: {fileID: 17}
m_Panes: m_Panes:
- {fileID: 17} - {fileID: 17}
@ -173,12 +173,12 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 30 y: 30
width: 1839 width: 1855
height: 971 height: 987
m_MinSize: {x: 300, y: 200} m_MinSize: {x: 300, y: 200}
m_MaxSize: {x: 24288, y: 16192} m_MaxSize: {x: 24288, y: 16192}
vertical: 0 vertical: 0
controlID: 127 controlID: 23
--- !u!114 &8 --- !u!114 &8
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
@ -194,12 +194,12 @@ MonoBehaviour:
m_Children: [] m_Children: []
m_Position: m_Position:
serializedVersion: 2 serializedVersion: 2
x: 1434 x: 1444
y: 0 y: 0
width: 405 width: 411
height: 971 height: 987
m_MinSize: {x: 276, y: 71} m_MinSize: {x: 275, y: 50}
m_MaxSize: {x: 4001, y: 4021} m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 16} m_ActualView: {fileID: 16}
m_Panes: m_Panes:
- {fileID: 16} - {fileID: 16}
@ -225,8 +225,8 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1839 width: 1855
height: 1021 height: 1037
m_MinSize: {x: 875, y: 300} m_MinSize: {x: 875, y: 300}
m_MaxSize: {x: 10000, y: 10000} m_MaxSize: {x: 10000, y: 10000}
m_UseTopView: 1 m_UseTopView: 1
@ -250,7 +250,7 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1839 width: 1855
height: 30 height: 30
m_MinSize: {x: 0, y: 0} m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0} m_MaxSize: {x: 0, y: 0}
@ -271,8 +271,8 @@ MonoBehaviour:
m_Position: m_Position:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 1001 y: 1017
width: 1839 width: 1855
height: 20 height: 20
m_MinSize: {x: 0, y: 0} m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0} m_MaxSize: {x: 0, y: 0}
@ -293,8 +293,8 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1089 width: 1096
height: 733 height: 745
m_MinSize: {x: 201, y: 221} m_MinSize: {x: 201, y: 221}
m_MaxSize: {x: 4001, y: 4021} m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 18} m_ActualView: {fileID: 18}
@ -323,10 +323,10 @@ MonoBehaviour:
m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
serializedVersion: 2 serializedVersion: 2
x: 73 x: 65
y: 81 y: 73
width: 1088 width: 1097
height: 712 height: 724
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas: m_OverlayCanvas:
m_LastAppliedPresetName: Default m_LastAppliedPresetName: Default
@ -337,7 +337,7 @@ MonoBehaviour:
m_ShowGizmos: 0 m_ShowGizmos: 0
m_TargetDisplay: 0 m_TargetDisplay: 0
m_ClearColor: {r: 0, g: 0, b: 0, a: 0} m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
m_TargetSize: {x: 1088, y: 691} m_TargetSize: {x: 1097, y: 703}
m_TextureFilterMode: 0 m_TextureFilterMode: 0
m_TextureHideFlags: 61 m_TextureHideFlags: 61
m_RenderIMGUI: 1 m_RenderIMGUI: 1
@ -352,10 +352,10 @@ MonoBehaviour:
m_VRangeLocked: 0 m_VRangeLocked: 0
hZoomLockedByDefault: 0 hZoomLockedByDefault: 0
vZoomLockedByDefault: 0 vZoomLockedByDefault: 0
m_HBaseRangeMin: -544 m_HBaseRangeMin: -548.5
m_HBaseRangeMax: 544 m_HBaseRangeMax: 548.5
m_VBaseRangeMin: -345.5 m_VBaseRangeMin: -351.5
m_VBaseRangeMax: 345.5 m_VBaseRangeMax: 351.5
m_HAllowExceedBaseRangeMin: 1 m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1 m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1 m_VAllowExceedBaseRangeMin: 1
@ -373,23 +373,23 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 21 y: 21
width: 1088 width: 1097
height: 691 height: 703
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Translation: {x: 544, y: 345.5} m_Translation: {x: 548.5, y: 351.5}
m_MarginLeft: 0 m_MarginLeft: 0
m_MarginRight: 0 m_MarginRight: 0
m_MarginTop: 0 m_MarginTop: 0
m_MarginBottom: 0 m_MarginBottom: 0
m_LastShownAreaInsideMargins: m_LastShownAreaInsideMargins:
serializedVersion: 2 serializedVersion: 2
x: -544 x: -548.5
y: -345.5 y: -351.5
width: 1088 width: 1097
height: 691 height: 703
m_MinimalGUI: 1 m_MinimalGUI: 1
m_defaultScale: 1 m_defaultScale: 1
m_LastWindowPixelSize: {x: 1088, y: 712} m_LastWindowPixelSize: {x: 1097, y: 724}
m_ClearInEditMode: 1 m_ClearInEditMode: 1
m_NoCameraWarning: 1 m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000000000000 m_LowResolutionForAspectRatios: 01000000000000000000
@ -443,10 +443,10 @@ MonoBehaviour:
m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 65
y: 752 y: 818
width: 1088 width: 1095
height: 217 height: 221
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas: m_OverlayCanvas:
m_LastAppliedPresetName: Default m_LastAppliedPresetName: Default
@ -464,7 +464,7 @@ MonoBehaviour:
m_SkipHidden: 0 m_SkipHidden: 0
m_SearchArea: 1 m_SearchArea: 1
m_Folders: m_Folders:
- Assets/Prefeb - Assets/Script/InGame
m_Globs: [] m_Globs: []
m_OriginalText: m_OriginalText:
m_ViewMode: 1 m_ViewMode: 1
@ -476,10 +476,10 @@ MonoBehaviour:
m_LockTracker: m_LockTracker:
m_IsLocked: 0 m_IsLocked: 0
m_FolderTreeState: m_FolderTreeState:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 167}
m_SelectedIDs: 03ca9a3b m_SelectedIDs: 747d0000
m_LastClickedID: 1000000003 m_LastClickedID: 32116
m_ExpandedIDs: 0000000046670000486700004a6700004c6700004e67000000ca9a3b m_ExpandedIDs: 0000000046670000486700004a6700004c6700004e6700008e67000000ca9a3b
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
@ -534,22 +534,22 @@ MonoBehaviour:
m_ListAreaState: m_ListAreaState:
m_SelectedInstanceIDs: m_SelectedInstanceIDs:
m_LastClickedInstanceID: 0 m_LastClickedInstanceID: 0
m_HadKeyboardFocusLastEvent: 0 m_HadKeyboardFocusLastEvent: 1
m_ExpandedInstanceIDs: c62300008a5c000000000000 m_ExpandedInstanceIDs: c62300008a5c000000000000
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name: InGame
m_OriginalName: m_OriginalName: InGame
m_EditFieldRect: m_EditFieldRect:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 0 width: 0
height: 0 height: 0
m_UserData: 0 m_UserData: 32116
m_IsWaitingForDelay: 0 m_IsWaitingForDelay: 0
m_IsRenaming: 0 m_IsRenaming: 0
m_OriginalEventType: 11 m_OriginalEventType: 0
m_IsRenamingFilename: 1 m_IsRenamingFilename: 1
m_ClientGUIView: {fileID: 2} m_ClientGUIView: {fileID: 2}
m_CreateAssetUtility: m_CreateAssetUtility:
@ -583,10 +583,10 @@ MonoBehaviour:
m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
serializedVersion: 2 serializedVersion: 2
x: 1435 x: 1509
y: 19 y: 73
width: 404 width: 410
height: 950 height: 966
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas: m_OverlayCanvas:
m_LastAppliedPresetName: Default m_LastAppliedPresetName: Default
@ -624,10 +624,10 @@ MonoBehaviour:
m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
serializedVersion: 2 serializedVersion: 2
x: 1 x: 1161
y: 19 y: 73
width: 343 width: 346
height: 441 height: 449
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas: m_OverlayCanvas:
m_LastAppliedPresetName: Default m_LastAppliedPresetName: Default
@ -637,7 +637,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 0}
m_SelectedIDs: m_SelectedIDs:
m_LastClickedID: 0 m_LastClickedID: 0
m_ExpandedIDs: 9ee8fffff0e8ffff44eaffff94eaffffaeeaffff32fbffff m_ExpandedIDs: a6efffff44f0ffffaaf0ffff5af4ffffe0f4ffff72f5ffff14f6ffffe6f8ffffeaf8ffffeef8ffff90f9ffff32fbfffff05e0000ca7c000072ab0000b6ae00000aaf0000ecb1000040b20000c4b80000a6c7000072ce00000c040100
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
@ -681,10 +681,10 @@ MonoBehaviour:
m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
serializedVersion: 2 serializedVersion: 2
x: -209 x: 65
y: 186 y: 73
width: 1088 width: 1095
height: 712 height: 724
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas: m_OverlayCanvas:
m_LastAppliedPresetName: Default m_LastAppliedPresetName: Default
@ -914,14 +914,14 @@ MonoBehaviour:
m_OverrideSceneCullingMask: 6917529027641081856 m_OverrideSceneCullingMask: 6917529027641081856
m_SceneIsLit: 1 m_SceneIsLit: 1
m_SceneLighting: 1 m_SceneLighting: 1
m_2DMode: 1 m_2DMode: 0
m_isRotationLocked: 0 m_isRotationLocked: 0
m_PlayAudio: 0 m_PlayAudio: 0
m_AudioPlay: 0 m_AudioPlay: 0
m_Position: m_Position:
m_Target: {x: 609.64667, y: 251.45477, z: 0.45881873} m_Target: {x: -32.177223, y: 27.41194, z: -12.366082}
speed: 2 speed: 2
m_Value: {x: 609.64667, y: 251.45477, z: 0.45881873} m_Value: {x: -32.177223, y: 27.41194, z: -12.366082}
m_RenderMode: 0 m_RenderMode: 0
m_CameraMode: m_CameraMode:
drawMode: 0 drawMode: 0
@ -950,17 +950,17 @@ MonoBehaviour:
m_Size: {x: 0, y: 0} m_Size: {x: 0, y: 0}
yGrid: yGrid:
m_Fade: m_Fade:
m_Target: 0 m_Target: 1
speed: 2 speed: 2
m_Value: 0 m_Value: 1
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4} m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
m_Pivot: {x: 0, y: 0, z: 0} m_Pivot: {x: 0, y: 0, z: 0}
m_Size: {x: 1, y: 1} m_Size: {x: 1, y: 1}
zGrid: zGrid:
m_Fade: m_Fade:
m_Target: 1 m_Target: 0
speed: 2 speed: 2
m_Value: 1 m_Value: 0
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4} m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
m_Pivot: {x: 0, y: 0, z: 0} m_Pivot: {x: 0, y: 0, z: 0}
m_Size: {x: 1, y: 1} m_Size: {x: 1, y: 1}
@ -968,17 +968,17 @@ MonoBehaviour:
m_GridAxis: 1 m_GridAxis: 1
m_gridOpacity: 0.5 m_gridOpacity: 0.5
m_Rotation: m_Rotation:
m_Target: {x: 0, y: 0, z: 0, w: 1} m_Target: {x: -0.21652842, y: -0.21412164, z: 0.048739098, w: -0.95125794}
speed: 2 speed: 2
m_Value: {x: 0, y: 0, z: 0, w: 1} m_Value: {x: -0.21652845, y: -0.21412167, z: 0.048739105, w: -0.95125806}
m_Size: m_Size:
m_Target: 475.65506 m_Target: 10
speed: 2 speed: 2
m_Value: 475.65506 m_Value: 10
m_Ortho: m_Ortho:
m_Target: 1 m_Target: 0
speed: 2 speed: 2
m_Value: 1 m_Value: 0
m_CameraSettings: m_CameraSettings:
m_Speed: 1.0005 m_Speed: 1.0005
m_SpeedNormalized: 0.5 m_SpeedNormalized: 0.5
@ -992,7 +992,7 @@ MonoBehaviour:
m_FarClip: 10000 m_FarClip: 10000
m_DynamicClip: 1 m_DynamicClip: 1
m_OcclusionCulling: 0 m_OcclusionCulling: 0
m_LastSceneViewRotation: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226} m_LastSceneViewRotation: {x: -0.19993632, y: -0.012642198, z: 0.0025799773, w: -0.97972375}
m_LastSceneViewOrtho: 0 m_LastSceneViewOrtho: 0
m_ReplacementShader: {fileID: 0} m_ReplacementShader: {fileID: 0}
m_ReplacementString: m_ReplacementString:
@ -1019,10 +1019,10 @@ MonoBehaviour:
m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
serializedVersion: 2 serializedVersion: 2
x: 1 x: 1161
y: 481 y: 543
width: 343 width: 346
height: 488 height: 496
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas: m_OverlayCanvas:
m_LastAppliedPresetName: Default m_LastAppliedPresetName: Default