From 5226f1dbbffd3f11b0c9f5a1a8c0ae45e80270ab Mon Sep 17 00:00:00 2001 From: Koha9 Date: Wed, 23 Aug 2023 02:58:50 +0900 Subject: [PATCH] =?UTF-8?q?V3.2.2=20=E5=BC=80=E5=A7=8B=E5=88=9B=E5=BB=BAMu?= =?UTF-8?q?ltiLevel?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 使用Multi level使AI适应更复杂环境 基本Level创建完成 UI逻辑创建中 --- .../Materials/Prototype_512x512_Red 1.mat | 12 +- .../Standard/Prototype_512x512_Red.mat | 11 +- .../Materials/URP/Prototype_512x512_Blue1.mat | 10 +- .../Materials/URP/Prototype_512x512_Blue2.mat | 10 +- .../Materials/URP/Prototype_512x512_Blue3.mat | 10 +- .../Materials/URP/Prototype_512x512_Brown.mat | 10 +- .../Materials/URP/Prototype_512x512_Cyan.mat | 10 +- .../URP/Prototype_512x512_Green1.mat | 10 +- .../URP/Prototype_512x512_Green2.mat | 10 +- .../URP/Prototype_512x512_Green3.mat | 10 +- .../Materials/URP/Prototype_512x512_Grey1.mat | 10 +- .../Materials/URP/Prototype_512x512_Grey2.mat | 10 +- .../Materials/URP/Prototype_512x512_Grey3.mat | 10 +- .../Materials/URP/Prototype_512x512_Grey4.mat | 10 +- .../URP/Prototype_512x512_Magenta.mat | 12 +- .../Materials/URP/Prototype_512x512_Olive.mat | 10 +- .../URP/Prototype_512x512_Orange.mat | 10 +- .../Materials/URP/Prototype_512x512_Pink.mat | 10 +- .../URP/Prototype_512x512_Purple.mat | 10 +- .../Materials/URP/Prototype_512x512_Red.mat | 10 +- .../Materials/URP/Prototype_512x512_White.mat | 10 +- .../URP/Prototype_512x512_Yellow.mat | 10 +- Assets/ML-Agents/Timers/Play_timers.json | 2 +- Assets/ML-Agents/Timers/Train_timers.json | 2 +- .../AttackBlock/Attack-AllLevel-Prefabs.asset | 16 + .../Attack-AllLevel-Prefabs.asset.meta | 8 + .../Prefeb/AttackBlock/Attack-Level-0.asset | 22 + .../AttackBlock/Attack-Level-0.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-AllLevel.asset | 21 + .../Prefeb/GoBlock/Goto-AllLevel.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-Level-0.asset | 18 + Assets/Prefeb/GoBlock/Goto-Level-0.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-Level-1.asset | 22 + Assets/Prefeb/GoBlock/Goto-Level-1.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-Level-2.asset | 22 + Assets/Prefeb/GoBlock/Goto-Level-2.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-Level-3.asset | 23 + Assets/Prefeb/GoBlock/Goto-Level-3.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-Level-4.asset | 23 + Assets/Prefeb/GoBlock/Goto-Level-4.asset.meta | 8 + Assets/Prefeb/GoBlock/Goto-Level-5.asset | 18 + Assets/Prefeb/GoBlock/Goto-Level-5.asset.meta | 8 + Assets/Prefeb/GoBlock/Level-0.meta | 8 + .../GoBlock/{ => Level-0}/GoEmpty-0.prefab | 0 .../{ => Level-0}/GoEmpty-0.prefab.meta | 0 .../GoBlock/{ => Level-0}/GoEmpty-1.prefab | 0 .../{ => Level-0}/GoEmpty-1.prefab.meta | 0 .../Prefeb/GoBlock/Level-0/GoEmpty-2.prefab | 210 + .../GoBlock/Level-0/GoEmpty-2.prefab.meta | 7 + Assets/Prefeb/GoBlock/Level-1.meta | 8 + .../GoBlock/{ => Level-1}/Go-1Wall-0.prefab | 0 .../{ => Level-1}/Go-1Wall-0.prefab.meta | 0 .../GoBlock/{ => Level-1}/Go-1Wall-1.prefab | 0 .../{ => Level-1}/Go-1Wall-1.prefab.meta | 0 .../Prefeb/GoBlock/Level-1/Go-1Wall-2.prefab | 527 + .../GoBlock/Level-1/Go-1Wall-2.prefab.meta | 7 + .../Prefeb/GoBlock/Level-1/Go-1Wall-3.prefab | 551 + .../GoBlock/Level-1/Go-1Wall-3.prefab.meta | 7 + .../Prefeb/GoBlock/Level-1/Go-1Wall-4.prefab | 555 + .../GoBlock/Level-1/Go-1Wall-4.prefab.meta | 7 + .../Prefeb/GoBlock/Level-1/Go-1Wall-5.prefab | 551 + .../GoBlock/Level-1/Go-1Wall-5.prefab.meta | 7 + .../Prefeb/GoBlock/Level-1/Go-1Wall-6.prefab | 523 + .../GoBlock/Level-1/Go-1Wall-6.prefab.meta | 7 + Assets/Prefeb/GoBlock/Level-2.meta | 8 + .../GoBlock/{ => Level-2}/Go-2Wall-0.prefab | 0 .../{ => Level-2}/Go-2Wall-0.prefab.meta | 0 .../GoBlock/{ => Level-2}/Go-2Wall-1.prefab | 0 .../{ => Level-2}/Go-2Wall-1.prefab.meta | 0 .../Prefeb/GoBlock/Level-2/Go-2Wall-2.prefab | 844 + .../GoBlock/Level-2/Go-2Wall-2.prefab.meta | 7 + .../Prefeb/GoBlock/Level-2/Go-2Wall-3.prefab | 844 + .../GoBlock/Level-2/Go-2Wall-3.prefab.meta | 7 + .../Prefeb/GoBlock/Level-2/Go-2Wall-4.prefab | 844 + .../GoBlock/Level-2/Go-2Wall-4.prefab.meta | 7 + .../Prefeb/GoBlock/Level-2/Go-2Wall-5.prefab | 896 + .../GoBlock/Level-2/Go-2Wall-5.prefab.meta | 7 + .../Prefeb/GoBlock/Level-2/Go-2Wall-6.prefab | 924 + .../GoBlock/Level-2/Go-2Wall-6.prefab.meta | 7 + Assets/Prefeb/GoBlock/Level-3.meta | 8 + .../Prefeb/GoBlock/Level-3/Go-3Wall-0.prefab | 1241 + .../GoBlock/Level-3/Go-3Wall-0.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-1.prefab | 1241 + .../GoBlock/Level-3/Go-3Wall-1.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-2.prefab | 1245 + .../GoBlock/Level-3/Go-3Wall-2.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-3.prefab | 1245 + .../GoBlock/Level-3/Go-3Wall-3.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-4.prefab | 1245 + .../GoBlock/Level-3/Go-3Wall-4.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-5.prefab | 1245 + .../GoBlock/Level-3/Go-3Wall-5.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-6.prefab | 1245 + .../GoBlock/Level-3/Go-3Wall-6.prefab.meta | 7 + .../Prefeb/GoBlock/Level-3/Go-3Wall-7.prefab | 1245 + .../GoBlock/Level-3/Go-3Wall-7.prefab.meta | 7 + Assets/Prefeb/GoBlock/Level-4.meta | 8 + .../Prefeb/GoBlock/Level-4/Go-4Wall-0.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-0.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-1.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-1.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-2.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-2.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-3.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-3.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-4.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-4.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-5.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-5.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-6.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-6.prefab.meta | 7 + .../Prefeb/GoBlock/Level-4/Go-4Wall-7.prefab | 1590 + .../GoBlock/Level-4/Go-4Wall-7.prefab.meta | 7 + Assets/Prefeb/GoBlock/Level-5.meta | 8 + .../GoBlock/Level-5/Go-Difficult-0.prefab | 1983 + .../Level-5/Go-Difficult-0.prefab.meta | 7 + .../GoBlock/Level-5/Go-difficult-1.prefab | 2280 + .../Level-5/Go-difficult-1.prefab.meta | 7 + .../GoBlock/Level-5/Go-difficult-2.prefab | 2280 + .../Level-5/Go-difficult-2.prefab.meta | 7 + Assets/Prefeb/Scene Blocks Set.asset | 18 + Assets/Prefeb/Scene Blocks Set.asset.meta | 8 + .../Default Material Palette.asset | 2 +- Assets/Scenes/Play.unity | 5375 +- Assets/Scenes/Train.unity | 43142 +--------------- Assets/Script/BlocksSet.cs | 16 + Assets/Script/BlocksSet.cs.meta | 11 + Assets/Script/InGame/AgentController.cs | 66 +- Assets/Script/InGame/EnemyContainer.cs | 6 +- .../Script/InGame/MLAgentsCustomController.cs | 13 +- Assets/Script/InGame/Onehot.cs | 12 +- Assets/Script/InGame/ParameterContainer.cs | 8 +- Assets/Script/InGame/RaySensors.cs | 68 +- Assets/Script/InGame/SceneBlock.cs | 12 +- Assets/Script/InGame/SceneBlockContainer.cs | 78 +- Assets/Script/InGame/TargetController.cs | 204 +- Assets/Script/LevelButton.cs | 12 + Assets/Script/LevelButton.cs.meta | 11 + Assets/Script/LevelPanel.cs | 23 + Assets/Script/LevelPanel.cs.meta | 11 + Assets/Script/LevelsSet.cs | 21 + Assets/Script/LevelsSet.cs.meta | 11 + Assets/{ => Script}/MessageBoxController.cs | 3 + .../{ => Script}/MessageBoxController.cs.meta | 0 Assets/Script/Play/MouseInMap.cs | 103 +- Assets/Script/Play/TargetUIController.cs | 17 +- Assets/Script/SceneBlocksSet.cs | 96 + Assets/Script/SceneBlocksSet.cs.meta | 11 + Assets/Script/Start/StartSeneData.cs | 4 + Assets/Shader.meta | 8 + ...niversalRenderPipelineGlobalSettings.asset | 27 + ...salRenderPipelineGlobalSettings.asset.meta | 8 + ProjectSettings/GraphicsSettings.asset | 9 +- ProjectSettings/InputManager.asset | 193 + .../com.unity.probuilder/Settings.json | 115 + ProjectSettings/QualitySettings.asset | 20 +- ProjectSettings/ShaderGraphSettings.asset | 16 + ProjectSettings/URPProjectSettings.asset | 15 + UserSettings/EditorUserSettings.asset | 6 +- UserSettings/Layouts/default-2021.dwlt | 275 +- 160 files changed, 43551 insertions(+), 43731 deletions(-) create mode 100644 Assets/Prefeb/AttackBlock/Attack-AllLevel-Prefabs.asset create mode 100644 Assets/Prefeb/AttackBlock/Attack-AllLevel-Prefabs.asset.meta create mode 100644 Assets/Prefeb/AttackBlock/Attack-Level-0.asset create mode 100644 Assets/Prefeb/AttackBlock/Attack-Level-0.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-AllLevel.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-AllLevel.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-0.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-0.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-1.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-1.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-2.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-2.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-3.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-3.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-4.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-4.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-5.asset create mode 100644 Assets/Prefeb/GoBlock/Goto-Level-5.asset.meta create mode 100644 Assets/Prefeb/GoBlock/Level-0.meta rename Assets/Prefeb/GoBlock/{ => Level-0}/GoEmpty-0.prefab (100%) rename Assets/Prefeb/GoBlock/{ => Level-0}/GoEmpty-0.prefab.meta (100%) rename Assets/Prefeb/GoBlock/{ => Level-0}/GoEmpty-1.prefab (100%) rename Assets/Prefeb/GoBlock/{ => Level-0}/GoEmpty-1.prefab.meta (100%) create mode 100644 Assets/Prefeb/GoBlock/Level-0/GoEmpty-2.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-0/GoEmpty-2.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-1.meta rename Assets/Prefeb/GoBlock/{ => Level-1}/Go-1Wall-0.prefab (100%) rename Assets/Prefeb/GoBlock/{ => Level-1}/Go-1Wall-0.prefab.meta (100%) rename Assets/Prefeb/GoBlock/{ => Level-1}/Go-1Wall-1.prefab (100%) rename Assets/Prefeb/GoBlock/{ => Level-1}/Go-1Wall-1.prefab.meta (100%) create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-2.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-2.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-3.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-3.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-4.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-4.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-5.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-5.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-6.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-1/Go-1Wall-6.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-2.meta rename Assets/Prefeb/GoBlock/{ => Level-2}/Go-2Wall-0.prefab (100%) rename Assets/Prefeb/GoBlock/{ => Level-2}/Go-2Wall-0.prefab.meta (100%) rename Assets/Prefeb/GoBlock/{ => Level-2}/Go-2Wall-1.prefab (100%) rename Assets/Prefeb/GoBlock/{ => Level-2}/Go-2Wall-1.prefab.meta (100%) create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-2.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-2.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-3.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-3.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-4.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-4.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-5.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-5.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-6.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-2/Go-2Wall-6.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-0.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-0.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-1.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-1.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-2.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-2.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-3.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-3.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-4.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-4.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-5.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-5.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-6.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-6.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-7.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-3/Go-3Wall-7.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-0.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-0.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-1.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-1.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-2.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-2.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-3.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-3.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-4.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-4.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-5.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-5.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-6.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-6.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-7.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-4/Go-4Wall-7.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-5.meta create mode 100644 Assets/Prefeb/GoBlock/Level-5/Go-Difficult-0.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-5/Go-Difficult-0.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-5/Go-difficult-1.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-5/Go-difficult-1.prefab.meta create mode 100644 Assets/Prefeb/GoBlock/Level-5/Go-difficult-2.prefab create mode 100644 Assets/Prefeb/GoBlock/Level-5/Go-difficult-2.prefab.meta create mode 100644 Assets/Prefeb/Scene Blocks Set.asset create mode 100644 Assets/Prefeb/Scene Blocks 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+fileFormatVersion: 2 +guid: db8f30e5213a1754699f4eda49cb3e63 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/InGame/AgentController.cs b/Assets/Script/InGame/AgentController.cs index d017876..4d47099 100644 --- a/Assets/Script/InGame/AgentController.cs +++ b/Assets/Script/InGame/AgentController.cs @@ -12,14 +12,14 @@ public class AgentController : MonoBehaviour public GameObject environmentUIControlObj; public GameObject targetControllerObj; public GameObject HUDObj; - public Camera thisCam; + public Camera nowCam; [Header("GetAxis() Simulate")] public float moveSpeed = 9.0f; public float vX = 0f; public float vZ = 0f; - public Vector3 thisMovement; + public Vector3 nowMovement; public float acceleration = 0.9f; // 加速度 public float mouseXSensitivity = 100; public float mouseYSensitivity = 200; @@ -77,7 +77,7 @@ private void Start() public void MoveAgent(int vertical, int horizontal) { - // Vector3 thisMovement; + // Vector3 nowMovement; 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 @@ -138,14 +138,14 @@ public void MoveAgent(int vertical, int horizontal) vZ = 0; } } - thisMovement = (transform.forward * vZ + transform.right * vX); + nowMovement = (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) + if (nowMovement.magnitude > moveSpeed) { - thisMovement = thisMovement.normalized * moveSpeed; + nowMovement = nowMovement.normalized * moveSpeed; } - playerController.Move(thisMovement * Time.deltaTime); + playerController.Move(nowMovement * Time.deltaTime); // update Key Viewer } @@ -182,7 +182,7 @@ public void CameraControl(float Mouse_X, float Mouse_Y) //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); + nowCam.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 @@ -196,8 +196,8 @@ public void CameraControl(float Mouse_X, float Mouse_Y) // ballistic 射击弹道处理,并返回获得reward private float Ballistic(int shootState) { - Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置 - Ray ray = thisCam.ScreenPointToRay(point); + Vector3 point = new Vector3(nowCam.pixelWidth / 2, nowCam.pixelHeight / 2, 0);//发射位置 + Ray ray = nowCam.ScreenPointToRay(point); RaycastHit hit; // Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue); //按下鼠标左键 @@ -218,11 +218,11 @@ private float Ballistic(int shootState) if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack) { // while if attack mode - float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position); + float targetDis = Vector3.Distance(blockContainer.nowBlock.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) + if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.nowBlock.transform.position) <= blockContainer.nowBlock.firebasesAreaDiameter / 2) { // im shooting at target but didn't hit enemy // Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue); @@ -249,10 +249,10 @@ private float Ballistic(int shootState) private float FacingReward() { - float thisReward = 0; + float nowReward = 0; bool isFacingtoEnemy = false; float enemyFacingDistance = 0f; - Ray ray = thisCam.ScreenPointToRay(new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0)); + Ray ray = nowCam.ScreenPointToRay(new Vector3(nowCam.pixelWidth / 2, nowCam.pixelHeight / 2, 0)); if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free) { //free mode @@ -262,7 +262,7 @@ private float FacingReward() // facing to an enemy if (hit.collider.tag != myTag && hit.collider.tag != "Wall") { - thisReward = paramContainer.facingReward; + nowReward = paramContainer.facingReward; isFacingtoEnemy = true; } } @@ -270,63 +270,63 @@ private float FacingReward() { // have enemy in view List projectionDis = new List(); - foreach (GameObject thisEnemy in raySensors.inViewEnemies) + foreach (GameObject theEnemy 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; + Vector3 projection = Vector3.Project(theEnemy.transform.position - transform.position, (ray.direction * 10)); + Vector3 verticalToRay = transform.position + projection - theEnemy.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, theEnemy.transform.position - transform.position, Color.yellow); // Debug.DrawRay(transform.position, projection, Color.blue); - // Debug.DrawRay(thisEnemy.transform.position, verticalToRay, Color.magenta); + // Debug.DrawRay(theEnemy.transform.position, verticalToRay, Color.magenta); } enemyFacingDistance = projectionDis.Min(); if (enemyFacingDistance <= lastEnemyFacingDistance) { // closing to enemy - thisReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f); + nowReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f); } else { - thisReward = 0; + nowReward = 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); + if (nowReward >= paramContainer.facingReward) nowReward = paramContainer.facingReward; // limit + if (nowReward <= -paramContainer.facingReward) nowReward = -paramContainer.facingReward; // limit + // Debug.Log("ninimum = " + nowReward); } } else if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack) { // attack mode // Target to Agent distance - float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position); + float targetDis = Vector3.Distance(blockContainer.nowBlock.transform.position, transform.position); // center of screen between target's distance - float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position); + float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.nowBlock.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) + if (camCenterToTarget <= blockContainer.nowBlock.firebasesAreaDiameter / 2) { // Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue); - thisReward = paramContainer.facingReward; + nowReward = paramContainer.facingReward; } else { // while not facing to target - thisReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward; + nowReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward; } } // update lastTargetFacingDistance lastTargetFacingDistance = camCenterToTarget; } - return thisReward; + return nowReward; } public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState) @@ -377,10 +377,10 @@ public float RewardCalculate(float sceneReward, float mouseX, float movement, in #endregion Reward Functions // GotKill 获得击杀时用于被呼出 - public void KillRecord(Vector3 thiskillEnemyPosition) + public void KillRecord(Vector3 killEnemyPosition) { enemyKillCount += 1; - killEnemyPosition = thiskillEnemyPosition; + this.killEnemyPosition = killEnemyPosition; } public void UpdateLockMouse() diff --git a/Assets/Script/InGame/EnemyContainer.cs b/Assets/Script/InGame/EnemyContainer.cs index e5842f5..3ce14cf 100644 --- a/Assets/Script/InGame/EnemyContainer.cs +++ b/Assets/Script/InGame/EnemyContainer.cs @@ -49,10 +49,10 @@ public void RandomInitEnemysExcept(int enemyNum, Vector3 blockPosition, float sc } } - // initialize enemy to thisPosition - public void InitEnemyAtHere(Vector3 thisPosition) + // initialize enemy to position + public void InitEnemyAtHere(Vector3 position) { - Instantiate(enemyPrefab, thisPosition + environmentObj.transform.position, Quaternion.identity, this.transform); + Instantiate(enemyPrefab, position + environmentObj.transform.position, Quaternion.identity, this.transform); } // destroyEnemy delete enemyContainer's all enemy diff --git a/Assets/Script/InGame/MLAgentsCustomController.cs b/Assets/Script/InGame/MLAgentsCustomController.cs index ce4366a..15e7ad4 100644 --- a/Assets/Script/InGame/MLAgentsCustomController.cs +++ b/Assets/Script/InGame/MLAgentsCustomController.cs @@ -59,7 +59,6 @@ public override void OnEpisodeBegin() step = 0; agentController.UpdateLockMouse(); paramContainer.ResetTimeBonusReward(); - //thisAgentObj.name = thisAgentObj.GetInstanceID().ToString(); if (paramContainer.gameMode == 0) { // train mode @@ -157,20 +156,20 @@ public override void OnActionReceived(ActionBuffers actionBuffers) float sceneReward = 0f; float endReward = 0f; (finishedState, sceneReward, endReward) = targetController.CheckOverAndRewards(); - float thisRoundReward = agentController.RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal), mouseShoot); + float nowRoundReward = agentController.RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal), mouseShoot); if (hudController.chartOn) { - envUIController.UpdateChart(thisRoundReward); + envUIController.UpdateChart(nowRoundReward); } else { envUIController.RemoveChart(); } - //Debug.Log("reward = " + thisRoundReward); + //Debug.Log("reward = " + nowRoundReward); if (finishedState != (int)TargetController.EndType.Running) { // Win or lose Finished - Debug.Log("Finish reward = " + thisRoundReward); + Debug.Log("Finish reward = " + nowRoundReward); EP += 1; string targetString = Enum.GetName(typeof(SceneBlockContainer.Targets), targetController.targetTypeInt); switch (finishedState) @@ -193,7 +192,7 @@ public override void OnActionReceived(ActionBuffers actionBuffers) Debug.LogWarning("TypeError"); break; } - SetReward(thisRoundReward); + SetReward(nowRoundReward); EndEpisode(); } else @@ -201,7 +200,7 @@ public override void OnActionReceived(ActionBuffers actionBuffers) // game not over yet step += 1; } - SetReward(thisRoundReward); + SetReward(nowRoundReward); } #endregion Action received function diff --git a/Assets/Script/InGame/Onehot.cs b/Assets/Script/InGame/Onehot.cs index 8fa4700..288f8d1 100644 --- a/Assets/Script/InGame/Onehot.cs +++ b/Assets/Script/InGame/Onehot.cs @@ -13,10 +13,10 @@ public void Initialize(List inputTags) totalNum = tags.Count; for (int i = 0; i < totalNum; i++) { - List thisOnehot = new List(); - for (int j = 0; j < totalNum; j++) thisOnehot.Add(0f); - thisOnehot[i] = 1f; - onehot.Add(thisOnehot); + List oneHot = new List(); + for (int j = 0; j < totalNum; j++) oneHot.Add(0f); + oneHot[i] = 1f; + onehot.Add(oneHot); } } @@ -43,8 +43,8 @@ public List Encoder(string name = null) } } - public string Decoder(List thisOnehot) + public string Decoder(List oneHot) { - return tags[onehot.IndexOf(thisOnehot)]; + return tags[onehot.IndexOf(oneHot)]; } } \ No newline at end of file diff --git a/Assets/Script/InGame/ParameterContainer.cs b/Assets/Script/InGame/ParameterContainer.cs index 6e3163c..117ce6f 100644 --- a/Assets/Script/InGame/ParameterContainer.cs +++ b/Assets/Script/InGame/ParameterContainer.cs @@ -138,8 +138,11 @@ public class ParameterContainer : MonoBehaviour [System.NonSerialized] public int gameMode; // 0 = trainning mode, 1 = play mode [System.NonSerialized] public float attackProb = 0f; + [System.NonSerialized] public List attackLevelProbs = new List(); [System.NonSerialized] public float gotoProb = 0f; + [System.NonSerialized] public List gotoLevelProbs = new List(); [System.NonSerialized] public float defenceProb = 0f; + [System.NonSerialized] public List defenceLevelProbs = new List(); private void Start() { @@ -162,13 +165,16 @@ private void Start() // if not found, find dummy StartSeneData startSceneData = GameObject.Find("StartSceneDataTransferDummy").GetComponent(); messageCon.PushMessage( - new List { "ParameterContainer:", "StartSceneDataTransfer not found!" }, + new List { "ParameterContainer:", "StartSceneDataTransfer not found!Use Dummy." }, new List { "orange" }); } gameMode = startSceneData.gameMode; attackProb = startSceneData.attackProb; + attackLevelProbs = startSceneData.attackLevelProbs; gotoProb = startSceneData.gotoProb; + gotoLevelProbs = startSceneData.gotoLevelProbs; defenceProb = startSceneData.defenceProb; + defenceLevelProbs = startSceneData.defenceLevelProbs; } private void Update() diff --git a/Assets/Script/InGame/RaySensors.cs b/Assets/Script/InGame/RaySensors.cs index 77f50be..abb0df4 100644 --- a/Assets/Script/InGame/RaySensors.cs +++ b/Assets/Script/InGame/RaySensors.cs @@ -86,20 +86,20 @@ public int TagToInt(string tag) } } - private void SingleRaycastUpdate(Ray ray, LineRenderer thisLineRenderer, RayInfoUI thisRayInfoUI, out float rayTagResult, out float rayDisResult) + private void SingleRaycastUpdate(Ray ray, LineRenderer lineRenderer, RayInfoUI rayInfoUI, out float rayTagResult, out float rayDisResult) { // get Raycast hit infomation and return Tag and distance - RaycastHit thisHit; + RaycastHit nowHit; Color rayColor = Color.cyan; float lineLength = viewDistance; string rayInfoText = ""; Vector3 rayInfoPosition; - if (Physics.Raycast(ray, out thisHit, viewDistance)) // 若在viewDistance范围内有碰撞 + if (Physics.Raycast(ray, out nowHit, viewDistance)) // 若在viewDistance范围内有碰撞 { - rayInfoText = thisHit.collider.tag; + rayInfoText = nowHit.collider.tag; rayTagResult = TagToInt(rayInfoText); rayTagResultOneHot.AddRange(oneHotTags.Encoder(rayInfoText)); - rayDisResult = thisHit.distance; + rayDisResult = nowHit.distance; lineLength = rayDisResult; rayInfoText += "\n" + Convert.ToString(rayDisResult); // rayDisResult = rayDisResult / viewDistance; // Normalization! @@ -112,7 +112,7 @@ private void SingleRaycastUpdate(Ray ray, LineRenderer thisLineRenderer, RayInfo case 2: // Enemy rayColor = Color.red; - inViewEnemies.Add(thisHit.transform.gameObject); + inViewEnemies.Add(nowHit.transform.gameObject); break; case -1: // Hit Nothing @@ -136,65 +136,65 @@ private void SingleRaycastUpdate(Ray ray, LineRenderer thisLineRenderer, RayInfo rayInfoPosition = ray.origin + (ray.direction * lineLength); if (showInGameRay) { - DrawLine(ray, lineLength, thisLineRenderer, rayColor); + DrawLine(ray, lineLength, lineRenderer, rayColor); } else { - TurnOffLine(thisLineRenderer, rayColor); + TurnOffLine(lineRenderer, rayColor); } // drawRay in game - if (showInGameRayInfo) thisRayInfoUI.UpdateInfo(rayInfoText, rayInfoPosition, rayColor, TPSCam); + if (showInGameRayInfo) rayInfoUI.UpdateInfo(rayInfoText, rayInfoPosition, rayColor, TPSCam); // Show log if (showDebugRay) Debug.DrawRay(ray.origin, ray.direction * viewDistance, rayColor); // drawRay in debug // Debug.Log(ray.origin + ray.direction); // Debug.Log(rayTagResult); - // Debug.Log(tagToInt(thisHit.collider.tag)); + // Debug.Log(tagToInt(nowHit.collider.tag)); } - private void DrawLine(Ray ray, float lineLength, LineRenderer thisLineRenderer, Color lineColor) + private void DrawLine(Ray ray, float lineLength, LineRenderer lineRenderer, Color lineColor) { - thisLineRenderer.startColor = lineColor; - thisLineRenderer.endColor = lineColor; - thisLineRenderer.startWidth = lineWidth; - thisLineRenderer.endWidth = lineWidth; - thisLineRenderer.SetPosition(0, ray.origin); - thisLineRenderer.SetPosition(1, ray.origin + (ray.direction * lineLength)); + lineRenderer.startColor = lineColor; + lineRenderer.endColor = lineColor; + lineRenderer.startWidth = lineWidth; + lineRenderer.endWidth = lineWidth; + lineRenderer.SetPosition(0, ray.origin); + lineRenderer.SetPosition(1, ray.origin + (ray.direction * lineLength)); } - private void TurnOffLine(LineRenderer thisLineRenderer, Color lineColor) + private void TurnOffLine(LineRenderer lineRenderer, Color lineColor) { - thisLineRenderer.startColor = lineColor; - thisLineRenderer.endColor = lineColor; - thisLineRenderer.startWidth = 0f; - thisLineRenderer.endWidth = 0f; - thisLineRenderer.SetPosition(0, new Vector3(0, 0, 0)); - thisLineRenderer.SetPosition(1, new Vector3(0, 0, 0)); + lineRenderer.startColor = lineColor; + lineRenderer.endColor = lineColor; + lineRenderer.startWidth = 0f; + lineRenderer.endWidth = 0f; + lineRenderer.SetPosition(0, new Vector3(0, 0, 0)); + lineRenderer.SetPosition(1, new Vector3(0, 0, 0)); } public void UpdateRayInfo() { float focusLEdge = agentCam.pixelWidth * (1 - focusRange) / 2; float focusREdge = agentCam.pixelWidth * (1 + focusRange) / 2; - float thisCamPixelHeight = agentCam.pixelHeight; + float camPixelHeight = agentCam.pixelHeight; inViewEnemies.Clear(); rayTagResultOneHot.Clear(); for (int i = 0; i < halfOuterRayNum; i++) // create left outside rays; 0 ~ focusLeftEdge { - Vector3 point = new Vector3(i * focusLEdge / (halfOuterRayNum - 1), thisCamPixelHeight / 2, 0); - Ray thisRay = agentCam.ScreenPointToRay(point); - SingleRaycastUpdate(thisRay, lineRenderers[i], rayInfoUIs[i], out rayTagResult[i], out rayDisResult[i]); + Vector3 point = new Vector3(i * focusLEdge / (halfOuterRayNum - 1), camPixelHeight / 2, 0); + Ray nowRay = agentCam.ScreenPointToRay(point); + SingleRaycastUpdate(nowRay, lineRenderers[i], rayInfoUIs[i], out rayTagResult[i], out rayDisResult[i]); } for (int i = 0; i < halfOuterRayNum; i++) // create right outside rays; focusRightEdge ~ MaxPixelHeight { - Vector3 point = new Vector3(focusREdge + (i * focusLEdge / (halfOuterRayNum - 1)), thisCamPixelHeight / 2, 0); - Ray thisRay = agentCam.ScreenPointToRay(point); - SingleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum + i], rayInfoUIs[halfOuterRayNum + i], out rayTagResult[halfOuterRayNum + i], out rayDisResult[halfOuterRayNum + i]); + Vector3 point = new Vector3(focusREdge + (i * focusLEdge / (halfOuterRayNum - 1)), camPixelHeight / 2, 0); + Ray nowRay = agentCam.ScreenPointToRay(point); + SingleRaycastUpdate(nowRay, lineRenderers[halfOuterRayNum + i], rayInfoUIs[halfOuterRayNum + i], out rayTagResult[halfOuterRayNum + i], out rayDisResult[halfOuterRayNum + i]); } for (int i = 0; i < focusRayNum; i++) // create center focus rays; focusLeftEdge ~ focusLeftEdge { - Vector3 point = new Vector3(focusLEdge + ((i + 1) * (focusREdge - focusLEdge) / (focusRayNum + 1)), thisCamPixelHeight / 2, 0); - Ray thisRay = agentCam.ScreenPointToRay(point); - SingleRaycastUpdate(thisRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum * 2 + i], out rayDisResult[halfOuterRayNum * 2 + i]); + Vector3 point = new Vector3(focusLEdge + ((i + 1) * (focusREdge - focusLEdge) / (focusRayNum + 1)), camPixelHeight / 2, 0); + Ray nowRay = agentCam.ScreenPointToRay(point); + SingleRaycastUpdate(nowRay, lineRenderers[halfOuterRayNum * 2 + i], rayInfoUIs[halfOuterRayNum * 2 + i], out rayTagResult[halfOuterRayNum * 2 + i], out rayDisResult[halfOuterRayNum * 2 + i]); } } } \ No newline at end of file diff --git a/Assets/Script/InGame/SceneBlock.cs b/Assets/Script/InGame/SceneBlock.cs index f6d46ce..4122544 100644 --- a/Assets/Script/InGame/SceneBlock.cs +++ b/Assets/Script/InGame/SceneBlock.cs @@ -124,13 +124,13 @@ public int CheckOver() } // get in area player number by tag - public float GetInAreaNumber(string thisTag) + public float GetInAreaNumber(string tag) { float inAreaNum = 0; float dist = 0f; float isInarea = 0f; int index = 0; - if (thisTag == group1Tag) + if (tag == group1Tag) { foreach (GameObject obj in group1Objs) { @@ -153,7 +153,7 @@ public float GetInAreaNumber(string thisTag) index++; } } - else if (thisTag == group2Tag) + else if (tag == group2Tag) { foreach (GameObject obj in group2Objs) { @@ -184,10 +184,10 @@ public float GetInAreaNumber(string thisTag) } // get this position and target's distance and is in firebase area - public (float, int) GetDistInArea(Vector3 thisPosition) + public (float, int) GetDistInArea(Vector3 position) { - thisPosition.y = fireBasesAreaObj.transform.position.y; - float dist = Vector3.Distance(thisPosition, fireBasesAreaObj.transform.position) - (firebasesAreaDiameter / 2); + position.y = fireBasesAreaObj.transform.position.y; + float dist = Vector3.Distance(position, fireBasesAreaObj.transform.position) - (firebasesAreaDiameter / 2); int isinarea = 0; if (dist <= 0) { diff --git a/Assets/Script/InGame/SceneBlockContainer.cs b/Assets/Script/InGame/SceneBlockContainer.cs index dd7b589..29b340a 100644 --- a/Assets/Script/InGame/SceneBlockContainer.cs +++ b/Assets/Script/InGame/SceneBlockContainer.cs @@ -7,81 +7,57 @@ public enum Targets 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]; + public GameObject hudObj; + // public GameObject[] attackBlockPrefabs = new GameObject[1]; + // public GameObject[] goBlockPrefabs = new GameObject[1]; + // public GameObject[] defencePrefabs = new GameObject[1]; + public SceneBlocksSet scenePrefabSet; - private GameObject thisBlockObj; - public SceneBlock thisBlock; + private GameObject nowBlockObj; + public SceneBlock nowBlock; private void Start() { + // initialize scene prefab set + scenePrefabSet.InitializeSceneBlocksSet(hudObj); } - // create block random - public void CreateNewBlock(Targets targetType, int blockType, Vector3 blockPosition, string tag1 = "Player", string tag2 = "Enemy") + // create appointed block at appointed position + public void CreateNewBlock(Targets targetType, int level, int blockType, Vector3 blockPosition, string tag1 = "Player", string tag2 = "Enemy") { - // check if thisBlock is deleted - if (thisBlockObj != null) + // check if nowBlock is deleted + if (nowBlockObj != null) { - // delete thisBlock - Debug.LogWarning("SceneBlockContainer.CreateNewBlock: Block not clear!"); + // delete nowBlock + // Debug.LogWarning("SceneBlockContainer.CreateNewBlock: Block not clear!"); DestroyBlock(); } // choose target type - switch (targetType) - { - case 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 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 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; - - default: - Debug.LogWarning("SceneBlockContainer.CreateNewBlock: targetType not found!"); - break; - } + nowBlockObj = Instantiate(scenePrefabSet.GetPrefab(targetType, level, blockType), blockPosition + environmentObj.transform.position, Quaternion.identity, transform); + nowBlock = nowBlockObj.GetComponent(); + nowBlock.group1Tag = tag1; + nowBlock.group2Tag = tag2; + sceneSize = nowBlock.blockSize; } - // delete thisBlock + // delete nowBlock public void DestroyBlock() { - if (thisBlock != null) + if (nowBlock != null) { - thisBlock.DestroyMe(); + nowBlock.DestroyMe(); } - thisBlockObj = null; - thisBlock = null; + nowBlockObj = null; + nowBlock = null; } public (float, int) GetAgentTargetDistanceAndInside(Vector3 agentPosition) { - return thisBlock.GetDistInArea(agentPosition); + return nowBlock.GetDistInArea(agentPosition); } public void InitializeBlock(GameObject envObj) { - thisBlock.InitBlock(envObj); + nowBlock.InitBlock(envObj); } } \ No newline at end of file diff --git a/Assets/Script/InGame/TargetController.cs b/Assets/Script/InGame/TargetController.cs index 26217e2..c2b4443 100644 --- a/Assets/Script/InGame/TargetController.cs +++ b/Assets/Script/InGame/TargetController.cs @@ -55,6 +55,8 @@ public enum EndType private float freeProb; private float sceneBlockSize; private float lastDistance; + private int randBlockType = 0; + private int randLevel = 0; public Vector3 targetPosition; private bool firstRewardFlag = true; private bool targetEnemySpawnFinish = false; @@ -65,6 +67,7 @@ public enum EndType private CharacterController agentCharaCon; private WorldUIController worldUICon; private HUDController hudCon; + private MessageBoxController messageBoxCon; // start scene datas 0=train 1=play private int gamemode; @@ -79,6 +82,7 @@ private void Start() paramCon = parameterContainerObj.GetComponent(); worldUICon = worldUIObj.GetComponent(); hudCon = HUDObj.GetComponent(); + messageBoxCon = HUDObj.GetComponent(); // get parameter from ParameterContainer gamemode = paramCon.gameMode; @@ -206,12 +210,12 @@ private void MoveAgentToSpwanArea() } // move Agent to this position - public void MoveAgentTo(Vector3 thisPosition) + public void MoveAgentTo(Vector3 position) { // 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; + agentObj.transform.localPosition = position; agentCharaCon.enabled = true; } @@ -220,41 +224,22 @@ public void MoveAgentTo(Vector3 thisPosition) #region Random SceneBlock Spawn Method // initialize scene block by target type - private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) + private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType) { - int randBlockType = 0; - switch (thisTargetType) - { - case SceneBlockContainer.Targets.Go: - randBlockType = Random.Range(0, sceneBlockCon.goBlockPrefabs.Length); - sceneBlockSize = sceneBlockCon.goBlockPrefabs[randBlockType].GetComponent().blockSize; - break; + randLevel = GetRandomLevelIndex(targetType); + randBlockType = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(targetType,randLevel)); + sceneBlockSize = sceneBlockCon.scenePrefabSet.GetBlockSize(targetType, randLevel, randBlockType); - case SceneBlockContainer.Targets.Attack: - randBlockType = Random.Range(0, sceneBlockCon.attackBlockPrefabs.Length); - sceneBlockSize = sceneBlockCon.attackBlockPrefabs[randBlockType].GetComponent().blockSize; - break; - - case SceneBlockContainer.Targets.Defence: - // randBlockType = Random.Range(0, blockCont.defenceBlockPrefabs.Length); - // sceneBlockSize = blockCont.defenceBlockPrefabs[randBlockType].GetComponent().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); + sceneBlockCon.CreateNewBlock(targetType, randLevel, randBlockType, targetPosition, group1Tag, group2Tag); enemyCon.DestroyAllEnemys(); enemyCon.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize); - sceneBlockCon.thisBlock.InitBlock(environmentObj); + sceneBlockCon.nowBlock.InitBlock(environmentObj); } #endregion Random SceneBlock Spawn Method @@ -266,7 +251,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) public (int, float, float) CheckOverAndRewards() { int endTypeInt = 0; - float thisReward = 0; + float nowReward = 0; float endReward = 0; float nowDistance = 0f; switch (targetTypeInt) @@ -274,29 +259,29 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) case (int)SceneBlockContainer.Targets.Go: // goto (nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position); - envUICon.UpdateTargetGauge(sceneBlockCon.thisBlock.firebasesBelong, sceneBlockCon.thisBlock.belongMaxPoint); + envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint); float areaTargetReward = GetDistanceReward(nowDistance, inArea); //if(inArea != 0) - if (sceneBlockCon.thisBlock.firebasesBelong >= sceneBlockCon.thisBlock.belongMaxPoint) + if (sceneBlockCon.nowBlock.firebasesBelong >= sceneBlockCon.nowBlock.belongMaxPoint) { // win // let the area belongs to me - thisReward = areaTargetReward; + nowReward = areaTargetReward; endReward = paramCon.goWinReward; - //thisReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance); + //nowReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance); endTypeInt = (int)EndType.Win; } else if (leftTime <= 0) { // time out lose - thisReward = areaTargetReward; + nowReward = areaTargetReward; endReward = paramCon.loseReward; endTypeInt = (int)EndType.Lose; } else { // keep on keeping on! - thisReward = areaTargetReward; + nowReward = areaTargetReward; endReward = 0; endTypeInt = (int)EndType.Running; } @@ -305,31 +290,31 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) case (int)SceneBlockContainer.Targets.Attack: // attack (nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position); - envUICon.UpdateTargetGauge(sceneBlockCon.thisBlock.firebasesBelong, sceneBlockCon.thisBlock.belongMaxPoint); - if (sceneBlockCon.thisBlock.GetInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish) + envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint); + if (sceneBlockCon.nowBlock.GetInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish) { // win // let the area belongs to me and kill every enmy in this area. - thisReward = 0; + nowReward = 0; endReward = paramCon.attackWinReward; - //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + //nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); endTypeInt = (int)EndType.Win; targetEnemySpawnFinish = false; } else if (leftTime <= 0 && targetEnemySpawnFinish) { // time out lose - thisReward = 0; + nowReward = 0; endReward = paramCon.loseReward; - //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + //nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); endTypeInt = (int)EndType.Lose; targetEnemySpawnFinish = false; } else { // keep on keeping on! - // thisReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance); - thisReward = 0; + // nowReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance); + nowReward = 0; endReward = 0; targetEnemySpawnFinish = true; endTypeInt = (int)EndType.Running; @@ -340,26 +325,26 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) //defence // !!! DIDN't FINISH!!! (nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position); - envUICon.UpdateTargetGauge(sceneBlockCon.thisBlock.firebasesBelong, sceneBlockCon.thisBlock.belongMaxPoint); - if (leftTime <= 0 && sceneBlockCon.thisBlock.firebasesBelong >= 0f) + envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint); + if (leftTime <= 0 && sceneBlockCon.nowBlock.firebasesBelong >= 0f) { // win // time over and the area still mine - thisReward = paramCon.defenceWinReward; - //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + nowReward = paramCon.defenceWinReward; + //nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); endTypeInt = (int)EndType.Win; } - else if (sceneBlockCon.thisBlock.firebasesBelong <= sceneBlockCon.thisBlock.belongMaxPoint) + else if (sceneBlockCon.nowBlock.firebasesBelong <= sceneBlockCon.nowBlock.belongMaxPoint) { // lost area lose - thisReward = paramCon.loseReward; - //thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); + nowReward = paramCon.loseReward; + //nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); endTypeInt = (int)EndType.Lose; } else { // keep on keeping on! - // thisReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance); + // nowReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance); endTypeInt = (int)EndType.Running; } break; @@ -367,7 +352,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) case (int)SceneBlockContainer.Targets.Stay: // Stay // endless - thisReward = 0; + nowReward = 0; endReward = 0; endTypeInt = (int)EndType.Running; break; @@ -377,23 +362,23 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) if (enemyContainerObj.transform.childCount <= 0) { // win - // thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime); - thisReward = 0; + // nowReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime); + nowReward = 0; endReward = paramCon.freeWinReward; endTypeInt = (int)EndType.Win; } else if (leftTime <= 0) { // lose - //thisReward = paramCon.loseReward; - thisReward = 0; + //nowReward = paramCon.loseReward; + nowReward = 0; endReward = paramCon.loseReward; endTypeInt = (int)EndType.Lose; } else { // keep on keeping on! - thisReward = 0; + nowReward = 0; endReward = 0; endTypeInt = (int)EndType.Running; } @@ -401,7 +386,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets thisTargetType) } envUICon.ShowResult(endTypeInt); worldUICon.UpdateChart(targetTypeInt, endTypeInt); - return (endTypeInt, thisReward, endReward); + return (endTypeInt, nowReward, endReward); } // caulculate sceneReward if close to target then get great reward @@ -413,83 +398,83 @@ private float GetDistanceReward(float nowDistance, int inarea) (lastDistance, _) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position); firstRewardFlag = false; } - float thisSceneReward = 0f; + float nowSeneReward = 0f; if (inarea != 0) { // in area - thisSceneReward = paramCon.inAreaReward; + nowSeneReward = paramCon.inAreaReward; } else { // out of area - // thisSceneReward = paramCon.distanceReward * Math.Clamp(lastDistance - nowDistance, 0, 100); - thisSceneReward = paramCon.distanceReward * (lastDistance - nowDistance); + // nowSeneReward = paramCon.distanceReward * Math.Clamp(lastDistance - nowDistance, 0, 100); + nowSeneReward = paramCon.distanceReward * (lastDistance - nowDistance); } lastDistance = nowDistance; - return thisSceneReward; + return nowSeneReward; } // calculate kill reward base on killed enemy's position public float KillReward(Vector3 enemyPosition) { - float thisKillReward = 0f; + float nowKillReward = 0f; if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack) { // attack mode - (_, int isInArea) = sceneBlockCon.thisBlock.GetDistInArea(enemyPosition); + (_, int isInArea) = sceneBlockCon.nowBlock.GetDistInArea(enemyPosition); if (isInArea == 1) { // kill in area enemy - thisKillReward = paramCon.killTargetEnemyReward; + nowKillReward = paramCon.killTargetEnemyReward; } else { - thisKillReward = paramCon.killNonTargetReward; + nowKillReward = paramCon.killNonTargetReward; } } else if (targetTypeInt == (int)SceneBlockContainer.Targets.Free) { // free mode hit - thisKillReward = paramCon.killTargetEnemyReward; + nowKillReward = paramCon.killTargetEnemyReward; } else { // goto & defence - thisKillReward = paramCon.killNonTargetReward; + nowKillReward = paramCon.killNonTargetReward; } - return thisKillReward; + return nowKillReward; } // calculate hit reward base on killed enemy's position and now mode public float HitEnemyReward(Vector3 enemyPosition) { - float thisHitReward = 0f; + float nowHitReward = 0f; if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack) { // attack mode - (_, int isInArea) = sceneBlockCon.thisBlock.GetDistInArea(enemyPosition); + (_, int isInArea) = sceneBlockCon.nowBlock.GetDistInArea(enemyPosition); if (isInArea == 1) { // hit in area enemy - thisHitReward = paramCon.hitTargetReward; + nowHitReward = paramCon.hitTargetReward; } else { // hit not in area enemy - thisHitReward = paramCon.hitNonTargetReward; + nowHitReward = paramCon.hitNonTargetReward; } } else if (targetTypeInt == (int)SceneBlockContainer.Targets.Free) { // free mode hit - thisHitReward = paramCon.hitTargetReward; + nowHitReward = paramCon.hitTargetReward; } else { // goto & defence - thisHitReward = paramCon.hitNonTargetReward; + nowHitReward = paramCon.hitNonTargetReward; } - return thisHitReward; + return nowHitReward; } #endregion Reward function @@ -508,10 +493,10 @@ public void PlayInitialize() } // change to attack mode - public void AttackModeChange(Vector3 thisTargetPosition) + public void AttackModeChange(Vector3 targetPosition) { targetTypeInt = (int)SceneBlockContainer.Targets.Attack; - UpdateTargetStates(thisTargetPosition); + UpdateTargetStates(targetPosition); envUICon.UpdateTargetType(targetTypeInt); } @@ -524,10 +509,10 @@ public void FreeModeChange() } // change to goto mode - public void GotoModeChange(Vector3 thisTargetPosition) + public void GotoModeChange(Vector3 targetPosition) { targetTypeInt = (int)SceneBlockContainer.Targets.Go; - UpdateTargetStates(thisTargetPosition); + UpdateTargetStates(targetPosition); envUICon.UpdateTargetType(targetTypeInt); } @@ -542,13 +527,13 @@ public void StayModeChange() #endregion Play Mode Method // get target observation states - private void UpdateTargetStates(Vector3? thisTargetPosition = null) + private void UpdateTargetStates(Vector3? targetPosition = null) { // targettype, x,y,z, firebasesAreaDiameter targetState[0] = targetTypeInt; - if (thisTargetPosition != null) + if (targetPosition != null) { - targetPosition = (Vector3)thisTargetPosition; + this.targetPosition = (Vector3)targetPosition; } if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay) { @@ -558,11 +543,11 @@ private void UpdateTargetStates(Vector3? thisTargetPosition = null) } else { - targetState[1] = targetPosition.x; - targetState[2] = targetPosition.y; - targetState[3] = targetPosition.z; - targetState[4] = sceneBlockCon.thisBlock.firebasesAreaDiameter; - targetState[5] = sceneBlockCon.thisBlock.belongRatio; + targetState[1] = this.targetPosition.x; + targetState[2] = this.targetPosition.y; + targetState[3] = this.targetPosition.z; + targetState[4] = sceneBlockCon.nowBlock.firebasesAreaDiameter; + targetState[5] = sceneBlockCon.nowBlock.belongRatio; } } @@ -578,4 +563,47 @@ public int GetInAreaState() return 0; } } + + // get random Level by target type + public int GetRandomLevelIndex(SceneBlockContainer.Targets target) + { + List targetProbs; + + switch (target) + { + case SceneBlockContainer.Targets.Attack: + targetProbs = paramCon.attackLevelProbs; + break; + case SceneBlockContainer.Targets.Go: + targetProbs = paramCon.gotoLevelProbs; + break; + case SceneBlockContainer.Targets.Defence: + targetProbs = paramCon.defenceLevelProbs; + break; + default: + messageBoxCon.PushMessage( + new List { "[ERROR]TargetController:RandomLevel", "target type error" }, + new List { "#800000ff" }); + Debug.LogWarning("[ERROR]TargetController:RandomLevel:target type error"); + return -1; // Exit early on default case + } + + // sample random level depends on the target probabilities + float randomNum = UnityEngine.Random.Range(0f, 1f); + float sumProb = 0f; + for (int i = 0; i < targetProbs.Count; i++) + { + sumProb += targetProbs[i]; + if (randomNum < sumProb) + { + return i; + } + } + + // If no level was returned, log an error and return -1 + messageBoxCon.PushMessage( + new List { "[ERROR]TargetController:RandomLevel", "level index out of range" }, + new List { "orange" }); + return -1; + } } \ No newline at end of file diff --git a/Assets/Script/LevelButton.cs b/Assets/Script/LevelButton.cs new file mode 100644 index 0000000..9295d68 --- /dev/null +++ b/Assets/Script/LevelButton.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LevelButton : MonoBehaviour +{ + public int level; + public void Initialization(int level) + { + this.level = level; + } +} diff --git a/Assets/Script/LevelButton.cs.meta b/Assets/Script/LevelButton.cs.meta new file mode 100644 index 0000000..b1f6a70 --- /dev/null +++ b/Assets/Script/LevelButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6cbfa6f85d7bca847a18555e6afeba0d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/LevelPanel.cs b/Assets/Script/LevelPanel.cs new file mode 100644 index 0000000..fb40160 --- /dev/null +++ b/Assets/Script/LevelPanel.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LevelPanel : MonoBehaviour +{ + public int levelNum = 6; + public float buttonHeight = 31; + + public void Initialization(int levelNum,float buttonHeight = 31) + { + this.levelNum = levelNum; + this.buttonHeight = buttonHeight; + RectTransform rectTransform = GetComponent(); + rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, levelNum * buttonHeight); + for (int i = 0; i < levelNum; i++) + { + GameObject button = Instantiate(Resources.Load("Prefabs/LevelButton"), transform); + button.GetComponent().anchoredPosition = new Vector2(0, -i * buttonHeight); + button.GetComponent().Initialization(i); + } + } +} diff --git a/Assets/Script/LevelPanel.cs.meta b/Assets/Script/LevelPanel.cs.meta new file mode 100644 index 0000000..02c11a8 --- /dev/null +++ b/Assets/Script/LevelPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 02d6bdfbf02e0894e80967002bc8c730 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/LevelsSet.cs b/Assets/Script/LevelsSet.cs new file mode 100644 index 0000000..fe6fa97 --- /dev/null +++ b/Assets/Script/LevelsSet.cs @@ -0,0 +1,21 @@ +using System; +using UnityEngine; + +[CreateAssetMenu(menuName = "All Level Prefab Set")] +public class LevelsSet : ScriptableObject +{ + public BlocksSet[] singleLevelSet; + [NonSerialized] public int levelSize = 0; + + // initialization + public void InitializeLevelsSet() + { + // get level size + levelSize = singleLevelSet.Length; + for(int i = 0; i < levelSize; i++) + { + // initialize all single level prefab set + singleLevelSet[i].InitializeBlocksSet(); + } + } +} \ No newline at end of file diff --git a/Assets/Script/LevelsSet.cs.meta b/Assets/Script/LevelsSet.cs.meta new file mode 100644 index 0000000..fb71e53 --- /dev/null +++ b/Assets/Script/LevelsSet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 944a7e8a5086c6646bc0685cbede5ebc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MessageBoxController.cs b/Assets/Script/MessageBoxController.cs similarity index 96% rename from Assets/MessageBoxController.cs rename to Assets/Script/MessageBoxController.cs index 88f822b..23121eb 100644 --- a/Assets/MessageBoxController.cs +++ b/Assets/Script/MessageBoxController.cs @@ -6,12 +6,15 @@ public class MessageBoxController : MonoBehaviour { public int maxMessageNum = 50; public string defaultColor = "white"; + public string warningColor = "#ffa500ff"; + public string errorColor = "#800000ff"; public GameObject messagePanelObj; public GameObject messageTextPrefab; [SerializeField] private List messages = new List(); + public void PushMessage(string text) { // push simple message to message list diff --git a/Assets/MessageBoxController.cs.meta b/Assets/Script/MessageBoxController.cs.meta similarity index 100% rename from Assets/MessageBoxController.cs.meta rename to Assets/Script/MessageBoxController.cs.meta diff --git a/Assets/Script/Play/MouseInMap.cs b/Assets/Script/Play/MouseInMap.cs index c57bcaa..2b2069f 100644 --- a/Assets/Script/Play/MouseInMap.cs +++ b/Assets/Script/Play/MouseInMap.cs @@ -18,8 +18,8 @@ public class MouseInMap : MonoBehaviour private Vector3 nowHitPosition = Vector3.zero; private Vector3 nowHitPositionRelative = Vector3.zero; private LayerMask groundMask; - private int randBlockNum; - private GameObject preSet; + private int blockNum; + private GameObject previewModel; private TargetController targetCon; private MousePreview mousePreviewCon; private EnemyContainer enemyCon; @@ -27,6 +27,11 @@ public class MouseInMap : MonoBehaviour private MessageBoxController messageCon; private TargetUIController targetUICon; + private const string ErrorMessageColor = "#800000ff"; + private const string LevelTooHighError = "[Error]MouseInMap:ChangeBlockLevelTo:"; + private const string AttackLevelErrorMsg = "Attack Level is too high!"; + private const string GotoLevelErrorMsg = "Goto Level is too high!"; + public enum MouseMode { Default, @@ -36,6 +41,7 @@ public enum MouseMode } public MouseMode mouseMode = MouseMode.Default; + public int blockLevel = 0; private void Start() { @@ -66,15 +72,15 @@ private void Update() { // if agent or enemy is nearby, do not create new block messageCon.PushMessage(new List { "Agent or Enemy is too close!" }, - new List { "#800000ff" }); + new List { messageCon.errorColor }); } else { // if agent or enemy is not nearby, create new block - sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Attack, randBlockNum, nowHitPositionRelative); + sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Attack, blockLevel, blockNum, nowHitPositionRelative); sceneBlockCon.InitializeBlock(environmentObj); targetCon.AttackModeChange(nowHitPositionRelative); - ChangeMouseModeTo(MouseMode.Default); + ChangeMouseMode(MouseMode.Default); } break; @@ -83,15 +89,15 @@ private void Update() { // if agent or enemy is nearby, do not create new block messageCon.PushMessage(new List { "Agent or Enemy is too close!" }, - new List { "#800000ff" }); + new List { messageCon.errorColor }); } else { // if agent or enemy is not nearby, create new block - sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Go, randBlockNum, nowHitPositionRelative); + sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Go, blockLevel, blockNum, nowHitPositionRelative); sceneBlockCon.InitializeBlock(environmentObj); targetCon.GotoModeChange(nowHitPositionRelative); - ChangeMouseModeTo(MouseMode.Default); + ChangeMouseMode(MouseMode.Default); } break; @@ -99,7 +105,7 @@ private void Update() if (IsAgentorEnemyWithinDistance(enemyDistanceThreshold)) { messageCon.PushMessage(new List { "Agent or Enemy is too close!" }, - new List { "#800000ff" }); + new List { messageCon.errorColor }); } else { @@ -114,31 +120,55 @@ private void Update() } } - public void ChangeMouseModeTo(MouseMode thisMouseMode) + // change mouse mode, level and PreviewModel + public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = -1) { - mouseMode = thisMouseMode; - switch (thisMouseMode) + this.mouseMode = mouseMode; + SceneBlockContainer.Targets nowTargetType; + switch (mouseMode) { case MouseMode.AttackSet: - // random choose attack scene block type and set as preview - randBlockNum = Random.Range(0, sceneBlockCon.attackBlockPrefabs.Length); - preSet = sceneBlockCon.attackBlockPrefabs[randBlockNum]; - mousePreviewCon.ChangePreviewTo(preSet); - break; - case MouseMode.GotoSet: - // random choose Goto scene block type and set as preview - randBlockNum = Random.Range(0, sceneBlockCon.goBlockPrefabs.Length); - preSet = sceneBlockCon.goBlockPrefabs[randBlockNum]; - mousePreviewCon.ChangePreviewTo(preSet); + // set target type + nowTargetType = GetTargetTypeByMouseMode(mouseMode); + // set blockLevel or send error message + if (level < 0) + { + // while blockLevel is not set, send error message + messageCon.PushMessage(new List { "[ERROR]MouseInMap:ChangeMouseMode:", "Level not set!", "mouseMode=", mouseMode.ToString() }, + new List { messageCon.errorColor }); + blockLevel = sceneBlockCon.scenePrefabSet.GetLevelNumber(nowTargetType); + } + else + { + // while blockLevel is set + blockLevel = level; + } + blockLevel = level; + // set blockNum or random choose attack scene block type + if (blockNum < 0) + { + // while blockNum is not set, random choose block type + this.blockNum = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(nowTargetType, blockLevel)); + } + else + { + // while blockNum is set + this.blockNum = blockNum; + } + // set previewModel + previewModel = sceneBlockCon.scenePrefabSet.GetPrefab(nowTargetType, blockLevel, this.blockNum); + mousePreviewCon.ChangePreviewTo(previewModel); break; case MouseMode.EnemySet: - preSet = enemyCon.enemyPrefab; - mousePreviewCon.ChangePreviewTo(preSet, true); + // set enemy as preview + previewModel = enemyCon.enemyPrefab; + mousePreviewCon.ChangePreviewTo(previewModel, true); break; default: + // default mode, delete all preview model mousePreviewCon.DeleteAllPreviewModele(); break; } @@ -148,14 +178,14 @@ public void ChangeMouseModeTo(MouseMode thisMouseMode) public Vector3 GetMouseOnMapPosition() { // shoot raycast from mainCamera center to mousepositon - RaycastHit thisHit; + RaycastHit nowHit; Ray ray = playCamera.ScreenPointToRay(Input.mousePosition); // if raycast hit gameobject - if (Physics.Raycast(ray, out thisHit, Mathf.Infinity, groundMask)) + if (Physics.Raycast(ray, out nowHit, Mathf.Infinity, groundMask)) { //draw raycast Debug.DrawRay(ray.origin, ray.direction * 100, Color.red); - return thisHit.point; + return nowHit.point; } else { @@ -163,6 +193,7 @@ public Vector3 GetMouseOnMapPosition() } } + // check if agent or enemy is too close to nowHitPosition private bool IsAgentorEnemyWithinDistance(float distance) { // check all child object in enemyContainerObj @@ -190,4 +221,22 @@ private bool IsAgentorEnemyWithinDistance(float distance) // if no enemy or agent near by, return false return false; } + + // change to TargetType from MouseMode + private SceneBlockContainer.Targets GetTargetTypeByMouseMode(MouseMode mode) + { + switch (mode) + { + case MouseMode.AttackSet: + return SceneBlockContainer.Targets.Attack; + + case MouseMode.GotoSet: + return SceneBlockContainer.Targets.Go; + + default: + messageCon.PushMessage(new List { "[Error]MouseInMap:GetTargetTypeByMouseMode:", "Mouse Mode not found!", "mode=", mode.ToString() }, + new List { messageCon.errorColor }); + return SceneBlockContainer.Targets.Num; + } + } } \ No newline at end of file diff --git a/Assets/Script/Play/TargetUIController.cs b/Assets/Script/Play/TargetUIController.cs index ca3d6ae..7d3c247 100644 --- a/Assets/Script/Play/TargetUIController.cs +++ b/Assets/Script/Play/TargetUIController.cs @@ -30,7 +30,7 @@ public void ClearGamePressed() { // Clear all enemies and targets. set gamemode to Stay mode targetCon.StayModeChange(); - mouseInMapCon.ChangeMouseModeTo(MouseInMap.MouseMode.Default); + mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default); // disable setStayButton and enable other buttons setStayButton.interactable = false; setAttackButton.interactable = true; @@ -41,12 +41,12 @@ public void ClearGamePressed() public void SetEnemyPressed() { - mouseInMapCon.ChangeMouseModeTo(MouseInMap.MouseMode.EnemySet); + mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.EnemySet); } public void SetGotoPressed() { - mouseInMapCon.ChangeMouseModeTo(MouseInMap.MouseMode.GotoSet); + mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.GotoSet); setStayButton.interactable = true; setAttackButton.interactable = true; setGotoButton.interactable = false; @@ -55,7 +55,7 @@ public void SetGotoPressed() public void SetAttackPressed() { - mouseInMapCon.ChangeMouseModeTo(MouseInMap.MouseMode.AttackSet); + mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.AttackSet); setStayButton.interactable = true; setAttackButton.interactable = false; setGotoButton.interactable = true; @@ -64,7 +64,7 @@ public void SetAttackPressed() public void SetFreePressed() { - mouseInMapCon.ChangeMouseModeTo(MouseInMap.MouseMode.Default); + mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default); targetCon.FreeModeChange(); setStayButton.interactable = true; setAttackButton.interactable = true; @@ -74,11 +74,16 @@ public void SetFreePressed() public void SetStayPressed() { - mouseInMapCon.ChangeMouseModeTo(MouseInMap.MouseMode.Default); + mouseInMapCon.ChangeMouseMode(MouseInMap.MouseMode.Default); targetCon.StayModeChange(); setStayButton.interactable = false; setAttackButton.interactable = true; setGotoButton.interactable = true; setFreeButton.interactable = true; } + + public void ShowLevelMenu(GameObject levelPanel) + { + + } } \ No newline at end of file diff --git a/Assets/Script/SceneBlocksSet.cs b/Assets/Script/SceneBlocksSet.cs new file mode 100644 index 0000000..2aa5af0 --- /dev/null +++ b/Assets/Script/SceneBlocksSet.cs @@ -0,0 +1,96 @@ +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(menuName = "All Scene Prefab Set")] +public class SceneBlocksSet : ScriptableObject +{ + public LevelsSet[] levels = new LevelsSet[3]; + + private GameObject hudObj; + private MessageBoxController messageBoxController; + + // initialization + public void InitializeSceneBlocksSet(GameObject hudObj) + { + this.hudObj = hudObj; + messageBoxController = this.hudObj.GetComponent(); + for (int i = 0; i < 3; i++) + { + // initialize all level prefab set + levels[i].InitializeLevelsSet(); + } + } + + #region Get Scene,Level,Prefab methods + + // get AllLevlePrefabSet by target type + public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType) + { + switch (targetType) + { + case SceneBlockContainer.Targets.Go: + return levels[0]; + + case SceneBlockContainer.Targets.Attack: + return levels[1]; + + case SceneBlockContainer.Targets.Defence: + messageBoxController.PushMessage(new List { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " Defence Mode not ready!" }, + new List { messageBoxController.errorColor }); + return levels[2]; + + default: + messageBoxController.PushMessage(new List { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " targetType not found!","tagetType = ",targetType.ToString() }, + new List { messageBoxController.errorColor }); + return null; + } + } + + // get SingleLevelPrefabSet by target type and level + public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType, int level) + { + if(level >= GetAllLevlePrefabSet(targetType).singleLevelSet.Length) + { + messageBoxController.PushMessage(new List { "[ERROR]ScenePrefabSet.GetSingleLevelPrefabSet:", " level out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString()}, + new List { messageBoxController.errorColor }); + return null; + } + return GetAllLevlePrefabSet(targetType).singleLevelSet[level]; + } + + // get prefab by target type, level and block type + public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, int blockType) + { + if(blockType >= GetSingleLevelPrefabSet(targetType, level).prefabs.Length) + { + messageBoxController.PushMessage(new List { "[ERROR]ScenePrefabSet.GetPrefab:", " blockType out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString(), "blockType = ",blockType.ToString()}, + new List { messageBoxController.errorColor }); + return null; + } + return GetSingleLevelPrefabSet(targetType, level).prefabs[blockType]; + } + + #endregion Get Scene,Level,Prefab methods + + #region Get Prefab Property methods + + //get level number by target type + public int GetLevelNumber(SceneBlockContainer.Targets targetType) + { + return GetAllLevlePrefabSet(targetType).singleLevelSet.Length; + } + + // get block number by target type and level + public int GetBlockNumber(SceneBlockContainer.Targets targetType, int level) + { + return GetSingleLevelPrefabSet(targetType, level).prefabs.Length; + } + + // get block size by target type and level and block type + public float GetBlockSize(SceneBlockContainer.Targets targetType, int level, int blockType) + { + return GetPrefab(targetType, level, blockType).GetComponent().blockSize; + } + + #endregion Get Prefab Property methods +} \ No newline at end of file diff --git a/Assets/Script/SceneBlocksSet.cs.meta b/Assets/Script/SceneBlocksSet.cs.meta new file mode 100644 index 0000000..89be18f --- /dev/null +++ b/Assets/Script/SceneBlocksSet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c9ed942e5125e924fad7c8ebd13a79f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Start/StartSeneData.cs b/Assets/Script/Start/StartSeneData.cs index c76189f..20f609e 100644 --- a/Assets/Script/Start/StartSeneData.cs +++ b/Assets/Script/Start/StartSeneData.cs @@ -1,3 +1,4 @@ +using System.Collections.Generic; using UnityEngine; public class StartSeneData : MonoBehaviour @@ -6,8 +7,11 @@ public class StartSeneData : MonoBehaviour public int gameMode = 0;// default trainning mode [Header("Targets Prob")] public float attackProb = 0f; + public List attackLevelProbs = new List(); public float gotoProb = 0f; + public List gotoLevelProbs = new List(); public float defenceProb = 0f; + public List defenceLevelProbs = new List(); void Awake() { diff --git a/Assets/Shader.meta b/Assets/Shader.meta new file mode 100644 index 0000000..e110f01 --- /dev/null +++ b/Assets/Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7c7193d1f8d0f8e4392b8388cfe6a218 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/UniversalRenderPipelineGlobalSettings.asset b/Assets/UniversalRenderPipelineGlobalSettings.asset new file mode 100644 index 0000000..a996a2e --- /dev/null +++ b/Assets/UniversalRenderPipelineGlobalSettings.asset @@ -0,0 +1,27 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3} + m_Name: UniversalRenderPipelineGlobalSettings + m_EditorClassIdentifier: + k_AssetVersion: 2 + lightLayerName0: Light Layer default + lightLayerName1: Light Layer 1 + lightLayerName2: Light Layer 2 + lightLayerName3: Light Layer 3 + lightLayerName4: Light Layer 4 + lightLayerName5: Light Layer 5 + lightLayerName6: Light Layer 6 + lightLayerName7: Light Layer 7 + m_StripDebugVariants: 1 + m_StripUnusedPostProcessingVariants: 0 + m_StripUnusedVariants: 1 + supportRuntimeDebugDisplay: 0 diff --git a/Assets/UniversalRenderPipelineGlobalSettings.asset.meta b/Assets/UniversalRenderPipelineGlobalSettings.asset.meta new file mode 100644 index 0000000..5bc8e64 --- /dev/null +++ b/Assets/UniversalRenderPipelineGlobalSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c1143b9857f9e9b4986588745bafd07b +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 88dfcc8..b643557 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - serializedVersion: 13 + serializedVersion: 14 m_Deferred: m_Mode: 1 m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} @@ -37,8 +37,9 @@ GraphicsSettings: - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] + m_PreloadShadersBatchTimeLimit: -1 m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} - m_CustomRenderPipeline: {fileID: 0} + m_CustomRenderPipeline: {fileID: 11400000, guid: 7f46c60144992ef408f0ff792a2a3a59, type: 2} m_TransparencySortMode: 0 m_TransparencySortAxis: {x: 0, y: 0, z: 1} m_DefaultRenderingPath: 1 @@ -58,6 +59,8 @@ GraphicsSettings: m_FogKeepExp2: 1 m_AlbedoSwatchInfos: [] m_LightsUseLinearIntensity: 0 - m_LightsUseColorTemperature: 0 + m_LightsUseColorTemperature: 1 m_DefaultRenderingLayerMask: 1 m_LogWhenShaderIsCompiled: 0 + m_SRPDefaultSettings: + UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: c1143b9857f9e9b4986588745bafd07b, type: 2} diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset index 17c8f53..05cf955 100644 --- a/ProjectSettings/InputManager.asset +++ b/ProjectSettings/InputManager.asset @@ -293,3 +293,196 @@ InputManager: type: 0 axis: 0 joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left ctrl + altNegativeButton: + altPositiveButton: joystick button 8 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 2 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: backspace + altNegativeButton: + altPositiveButton: joystick button 9 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Reset + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left alt + altNegativeButton: + altPositiveButton: joystick button 1 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Next + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page down + altNegativeButton: + altPositiveButton: joystick button 5 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Previous + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page up + altNegativeButton: + altPositiveButton: joystick button 4 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Validate + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: return + altNegativeButton: + altPositiveButton: joystick button 0 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Persistent + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: right shift + altNegativeButton: + altPositiveButton: joystick button 2 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Multiplier + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left shift + altNegativeButton: + altPositiveButton: joystick button 3 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 5 + joyNum: 0 + m_UsePhysicalKeys: 0 diff --git a/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/ProjectSettings/Packages/com.unity.probuilder/Settings.json index 2401322..3902597 100644 --- a/ProjectSettings/Packages/com.unity.probuilder/Settings.json +++ b/ProjectSettings/Packages/com.unity.probuilder/Settings.json @@ -18,6 +18,11 @@ "key": "log.path", "value": "{\"m_Value\":\"ProBuilderLog.txt\"}" }, + { + "type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "editor.materialPalettePath", + "value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Material Palette.asset\"}" + }, { "type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "about.identifier", @@ -83,6 +88,61 @@ "key": "experimental.enabled", "value": "{\"m_Value\":false}" }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "ShapeComponent.ResetSettings", + "value": "{\"m_Value\":false}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "ShapeComponent.SettingsEnabled", + "value": "{\"m_Value\":true}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "UVEditor.showPreviewMaterial", + "value": "{\"m_Value\":true}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.exportRecursive", + "value": "{\"m_Value\":false}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.exportAsGroup", + "value": "{\"m_Value\":false}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.objApplyTransform", + "value": "{\"m_Value\":false}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.objExportRightHanded", + "value": "{\"m_Value\":true}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.objExportCopyTextures", + "value": "{\"m_Value\":true}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.objExportVertexColors", + "value": "{\"m_Value\":false}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.objTextureOffsetScale", + "value": "{\"m_Value\":false}" + }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "export.objQuads", + "value": "{\"m_Value\":true}" + }, { "type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "editor.rectSelectModifier", @@ -98,6 +158,11 @@ "key": "editor.selectMode", "value": "{\"m_Value\":1}" }, + { + "type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "editor.lastMeshSelectMode", + "value": "{\"m_Value\":2}" + }, { "type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "mesh.newShapePivotLocation", @@ -127,6 +192,56 @@ "type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "lightmapping.defaultLightmapUnwrapParameters", "value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}" + }, + { + "type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "ShapeBuilder.ActiveShapeIndex", + "value": "{\"m_Value\":2}" + }, + { + "type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "ShapeBuilder.LastPivotLocation", + "value": "{\"m_Value\":1}" + }, + { + "type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "ShapeBuilder.LastPivotPosition", + "value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0}}" + }, + { + "type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "ShapeBuilder.LastSize", + "value": "{\"m_Value\":{\"x\":1.0,\"y\":2.0,\"z\":1.0}}" + }, + { + "type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "ShapeBuilder.LastRotation", + "value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}" + }, + { + "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "ShapeBuilder.Cube", + "value": "{}" + }, + { + "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "ShapeBuilder.Plane", + "value": "{}" + }, + { + "type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "uv.uvEditorGridSnapIncrement", + "value": "{\"m_Value\":0.125}" + }, + { + "type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "UVEditor.weldDistance", + "value": "{\"m_Value\":0.009999999776482582}" + }, + { + "type": "UnityEditor.ProBuilder.Actions.Export+ExportFormat, Unity.ProBuilder.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "export.format", + "value": "{\"m_Value\":0}" } ] } diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 7b7658d..b38e404 100644 --- 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