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GameObject sceneBlockContainerObj; + [SerializeField] + private GameObject environmentUIControlObj; + [SerializeField] + private GameObject targetControllerObj; + [SerializeField] + private GameObject HUDObj; + [SerializeField] + private Camera fpsCam; [Header("GetAxis() Simulate")] public float moveSpeed = 9.0f; @@ -48,25 +56,25 @@ public class AgentController : MonoBehaviour private RaySensors raySensors; private CharacterController playerController; - private ParameterContainer paramContainer; + private CommonParameterContainer commonPramCon; private SceneBlockContainer blockContainer; private TargetController targetCon; private void Start() { // initialize scripts - paramContainer = parameterContainerObj.GetComponent(); + commonPramCon = commonParameterContainerObj.GetComponent(); blockContainer = sceneBlockContainerObj.GetComponent(); targetCon = targetControllerObj.GetComponent(); raySensors = GetComponent(); playerController = this.transform.GetComponent(); // initialize Environment parameters - lockMouse = paramContainer.lockMouse; - damage = paramContainer.damage; - fireRate = paramContainer.fireRate; - lockCameraX = paramContainer.lockCameraX; - lockCameraY = paramContainer.lockCameraY; + lockMouse = commonPramCon.lockMouse; + damage = commonPramCon.damage; + fireRate = commonPramCon.fireRate; + lockCameraX = commonPramCon.lockCameraX; + lockCameraY = commonPramCon.lockCameraY; // initialize remainTime // this agent's tag @@ -226,24 +234,24 @@ private float Ballistic(int shootState) { // im shooting at target but didn't hit enemy // Debug.DrawRay(centerRay.origin, viewPoint-centerRay.origin, Color.blue); - return paramContainer.shootTargetAreaReward; + return commonPramCon.shootTargetAreaReward; } } } shootState = 0; - return paramContainer.shootReward; + return commonPramCon.shootReward; } else if (shootState != 0 && gunReadyToggle == false) { // shoot without ready shootState = 0; - return paramContainer.shootWithoutReadyReward; + return commonPramCon.shootWithoutReadyReward; } else { // do not shoot shootState = 0; - return paramContainer.nonReward; + return commonPramCon.nonReward; } } @@ -294,7 +302,7 @@ private float FacingReward() // facing to an enemy if (hit.collider.tag != myTag && hit.collider.tag != "Wall") { - nowReward = paramContainer.facingReward; + nowReward = commonPramCon.facingReward; isFacingtoEnemy = true; } } @@ -318,7 +326,7 @@ private float FacingReward() if (enemyFacingDistance <= lastEnemyFacingDistance) { // closing to enemy - nowReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f); + nowReward = 1 / MathF.Sqrt(commonPramCon.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f); } else { @@ -326,8 +334,8 @@ private float FacingReward() } // enemy in view Reward lastEnemyFacingDistance = enemyFacingDistance; - if (nowReward >= paramContainer.facingReward) nowReward = paramContainer.facingReward; // limit - if (nowReward <= -paramContainer.facingReward) nowReward = -paramContainer.facingReward; // limit + if (nowReward >= commonPramCon.facingReward) nowReward = commonPramCon.facingReward; // limit + if (nowReward <= -commonPramCon.facingReward) nowReward = -commonPramCon.facingReward; // limit // Debug.Log("ninimum = " + nowReward); } break; @@ -341,12 +349,12 @@ private float FacingReward() if (camCenterToTarget <= blockContainer.nowBlock.firebasesAreaDiameter / 2) { // Debug.DrawRay(centerRay.origin, viewPoint-centerRay.origin, Color.blue); - nowReward = paramContainer.facingReward; + nowReward = commonPramCon.facingReward; } else { // while not facing to target - nowReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward; + nowReward = (lastTargetFacingDistance - camCenterToTarget) * commonPramCon.facingTargetReward; } } // update lastTargetFacingDistance @@ -357,7 +365,7 @@ private float FacingReward() if (camCenterToTarget <= camCenterToViewEdge) { // fireArea is in view - nowReward = paramContainer.facingReward; + nowReward = commonPramCon.facingReward; } else { @@ -395,23 +403,23 @@ public float RewardCalculate(float sceneReward, float mouseX, float movement, in // Penalty // spin penalty spinRecord.Add(mouseX); - if (spinRecord.Count >= paramContainer.spinRecordMax) + if (spinRecord.Count >= commonPramCon.spinRecordMax) { spinRecord.RemoveAt(0); } - float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty); - if (spinPenaltyReward >= paramContainer.spinPenaltyThreshold) + float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * commonPramCon.spinPenalty); + if (spinPenaltyReward >= commonPramCon.spinPenaltyThreshold) { epreward -= spinPenaltyReward; } else { - epreward -= Math.Abs(mouseX) * paramContainer.mousePenalty; + epreward -= Math.Abs(mouseX) * commonPramCon.mousePenalty; } // move penalty if (movement != 0) { - epreward -= paramContainer.movePenalty; + epreward -= commonPramCon.movePenalty; } return epreward; } diff --git a/Assets/Script/GameScript/Character/EnemyContainer.cs b/Assets/Script/GameScript/Character/EnemyContainer.cs index 94ba64d..792a495 100644 --- a/Assets/Script/GameScript/Character/EnemyContainer.cs +++ b/Assets/Script/GameScript/Character/EnemyContainer.cs @@ -2,9 +2,9 @@ public class EnemyContainer : MonoBehaviour { - public GameObject enemyPrefab; - public GameObject environmentObj; - public GameObject targetControllerObj; + [SerializeField] public GameObject enemyPrefab; + [SerializeField] private GameObject environmentObj; + [SerializeField] private GameObject targetControllerObj; private TargetController targetCon; diff --git a/Assets/Script/GameScript/States.cs b/Assets/Script/GameScript/Character/States.cs similarity index 100% rename from Assets/Script/GameScript/States.cs rename to Assets/Script/GameScript/Character/States.cs diff --git a/Assets/Script/GameScript/States.cs.meta b/Assets/Script/GameScript/Character/States.cs.meta similarity index 100% rename from Assets/Script/GameScript/States.cs.meta rename to Assets/Script/GameScript/Character/States.cs.meta diff --git a/Assets/Script/GameScript/CommonParameterContainer.cs b/Assets/Script/GameScript/CommonParameterContainer.cs new file mode 100644 index 0000000..d84b40f --- /dev/null +++ b/Assets/Script/GameScript/CommonParameterContainer.cs @@ -0,0 +1,123 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +public class CommonParameterContainer : MonoBehaviour +{ + [SerializeField] private GameObject hudObj; + + private StartSeneData startSceneData; + private MessageBoxController messageCon; + + [Header("Env")] + public bool lockMouse = false; + + public float damage = 50; // damage to enemy + public float fireRate = 0.5f; + public int timeLimit = 30; + public bool lockCameraX = false; + public bool lockCameraY = true; + public bool spawnAgentInAllMap = true; + public int spinRecordMax = 40; + public float spinPenaltyThreshold = 10; + public float facingInviewEnemyDisCOEF = 0.5f; + + [Header("Dynamic Defaut Rewards")] + //[Tooltip("Hit Enemy reward")] + //public float hitRewardDefault = 60.0f; + [Tooltip("Free mode Hit Enemy reward")] + public float hitTargetRewardDefault = 25f; + //[Tooltip("Enemy down reward")] + //public float killRewardDefault = 60.0f; + [Tooltip("Enemy down in area Reward")] + public float killTargetEnemyRewardDefault = 25f; + [Tooltip("stay in firebasesArea reward")] + public float inAreaRewardDefault = 12f; + [Tooltip("free left time bonus reward. ALLR + leftTime * r")] + public float freeTimeBonusPerSec = 1.0f; + [Tooltip("target left time bonus reward. ALLR + leftTime * r")] + public float targetTimeBonusPerSec = 0.5f; + [Tooltip("in area left time bonus reward. ALLR + leftTime * r")] + public float areaTimeBonusPerSec = 0.2f; + [Tooltip("distance reward reward = r*(1-(nowDis/startDis))")] + public float distanceReward = 50.0f; + [Tooltip("facing to Target distance reward reward = r*(1-(nowDis/startDis))")] + public float facingTargetReward = 10.0f; + + [Space(10)] + [Tooltip("Goto Win reward")] + public float goWinRewardDefault = 999f; + [Tooltip("Attack Win reward")] + public float attackWinRewardDefault = 999f; + [Tooltip("Defence Win reward")] + public float defenceWinRewardDefault = 999f; + [Tooltip("free Win reward")] + public float freeWinRewardDefault = 999f; + + [Header("Static Rewards")] + [Tooltip("Nothing happened reward")] + public float nonReward = -1f; + [Tooltip("Episode Lose reward")] + public float loseReward = -999f; + [Tooltip("Agent Do shoot action reward")] + public float shootReward = -0.5f; + [Tooltip("Hit Not target Enemy reward")] + public float hitNonTargetReward = -5f; + [Tooltip("Not Target Enemy down reward")] + public float killNonTargetReward = -5f; + [Tooltip("Agent Do shoot action but gun is not read")] + public float shootWithoutReadyReward = -1.15f; + [Tooltip("Kill bonus reward stack to nothing happend reward")] + public float killBonusReward = 0.0f; + [Tooltip("Facing to enemy's reward")] + public float facingReward = 5f; + [Tooltip("Shoot at target area but didn't hit enemy")] + public float shootTargetAreaReward = 10f; + + [Header("Penalty Rewards")] + [Tooltip("move Penalty Reward")] + public float movePenalty = 0.1f; + [Tooltip("spiiiiiiin Panalty Reward")] + public float spinPenalty = 0.08f; + [Tooltip("while move mouse a little bit's penalty")] + public float mousePenalty = 0.06f; + + [NonSerialized] public SceneBlocksSet scenePrefabSet; + + [NonSerialized] public int gameMode; // 0 = trainning mode, 1 = play mode + [NonSerialized] public float attackProb = 0f; + [NonSerialized] public List attackLevelProbs = new List(); + [NonSerialized] public float gotoProb = 0f; + [NonSerialized] public List gotoLevelProbs = new List(); + [NonSerialized] public float defenceProb = 0f; + [NonSerialized] public List defenceLevelProbs = new List(); + + private void Start() + { + messageCon = hudObj.GetComponent(); + try + { + // try get start scene data + startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent(); + messageCon.PushMessage( + new List { "ParameterContainer:", "StartSceneDataTransfer found!" }, + new List { "green", "white" }); + } + catch + { + // if not found, find dummy StartSeneData + startSceneData = GameObject.Find("StartSceneDataTransferDummy").GetComponent(); + messageCon.PushMessage( + 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; + scenePrefabSet = startSceneData.scenePrefabSet; + } +} \ No newline at end of file diff --git a/Assets/Script/GameScript/CommonParameterContainer.cs.meta b/Assets/Script/GameScript/CommonParameterContainer.cs.meta new file mode 100644 index 0000000..2c350b9 --- /dev/null +++ b/Assets/Script/GameScript/CommonParameterContainer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34839c2831b759d4a8347ab655b00f36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/GameScript/MLAgentsCustomController.cs b/Assets/Script/GameScript/MLAgentsCustomController.cs index be202d1..705d0eb 100644 --- a/Assets/Script/GameScript/MLAgentsCustomController.cs +++ b/Assets/Script/GameScript/MLAgentsCustomController.cs @@ -7,11 +7,12 @@ public class MLAgentsCustomController : Agent { - public GameObject paramContainerObj; - public GameObject targetControllerObj; - public GameObject environmentUIObj; - public GameObject sideChannelObj; - public GameObject hudUIObj; + [SerializeField] private GameObject paramContainerObj; + [SerializeField] private GameObject CommonParameterContainer; + [SerializeField] private GameObject targetControllerObj; + [SerializeField] private GameObject environmentUIObj; + [SerializeField] private GameObject sideChannelObj; + [SerializeField] private GameObject hudUIObj; [Header("Env")] public bool oneHotRayTag = true; @@ -20,6 +21,7 @@ public class MLAgentsCustomController : Agent private AgentController agentController; private ParameterContainer paramContainer; + private CommonParameterContainer commonParamCon; private TargetController targetController; private EnvironmentUIControl envUIController; private HUDController hudController; @@ -47,6 +49,7 @@ private void Start() agentController = transform.GetComponent(); raySensors = transform.GetComponent(); paramContainer = paramContainerObj.GetComponent(); + commonParamCon = CommonParameterContainer.GetComponent(); targetController = targetControllerObj.GetComponent(); envUIController = environmentUIObj.GetComponent(); hudController = hudUIObj.GetComponent(); @@ -62,7 +65,7 @@ public override void OnEpisodeBegin() step = 0; agentController.UpdateLockMouse(); paramContainer.ResetTimeBonusReward(); - if (paramContainer.gameMode == 0) + if (commonParamCon.gameMode == 0) { // train mode Debug.Log("MLAgentCustomController.OnEpisodeBegin: train mode start"); @@ -178,7 +181,7 @@ public override void OnActionReceived(ActionBuffers actionBuffers) switch (finishedState) { case (int)TargetController.EndType.Win: - sideChannelController.SendSideChannelMessage("Result",targetString+ "|Win"); + sideChannelController.SendSideChannelMessage("Result", targetString + "|Win"); messageBoxController.PushMessage( new List { "Game Win" }, new List { "green" }); diff --git a/Assets/Script/GameScript/ParameterContainer.cs b/Assets/Script/GameScript/ParameterContainer.cs index 53e271e..0037b9b 100644 --- a/Assets/Script/GameScript/ParameterContainer.cs +++ b/Assets/Script/GameScript/ParameterContainer.cs @@ -3,110 +3,20 @@ public class ParameterContainer : MonoBehaviour { - public GameObject targetConObj; - public GameObject blockConObj; - public GameObject agentObj; - public GameObject hudObj; + [SerializeField] private GameObject targetConObj; + [SerializeField] private GameObject blockConObj; + [SerializeField] private GameObject agentObj; + [SerializeField] private GameObject hudObj; + [SerializeField] private GameObject CommonParamObj; + private TargetController targetCon; private SceneBlockContainer blockCont; private StartSeneData startSceneData; private MessageBoxController messageCon; + private CommonParameterContainer commonParamCont; private float agentDistance; private int agentInArea; - [Header("Env")] - public bool lockMouse = false; - - public float damage = 50; // damage to enemy - public float fireRate = 0.5f; - public int timeLimit = 30; - public bool lockCameraX = false; - public bool lockCameraY = true; - public bool spawnAgentInAllMap = true; - public int spinRecordMax = 40; - public float spinPenaltyThreshold = 10; - public float facingInviewEnemyDisCOEF = 0.5f; - - [Header("Dynamic Defaut Rewards")] - //[Tooltip("Hit Enemy reward")] - //public float hitRewardDefault = 60.0f; - [Tooltip("Free mode Hit Enemy reward")] - public float hitTargetRewardDefault = 25f; - - //[Tooltip("Enemy down reward")] - //public float killRewardDefault = 60.0f; - [Tooltip("Enemy down in area Reward")] - public float killTargetEnemyRewardDefault = 25f; - - [Tooltip("stay in firebasesArea reward")] - public float inAreaRewardDefault = 12f; - - [Tooltip("free left time bonus reward. ALLR + leftTime * r")] - public float freeTimeBonusPerSec = 1.0f; - - [Tooltip("target left time bonus reward. ALLR + leftTime * r")] - public float targetTimeBonusPerSec = 0.5f; - - [Tooltip("in area left time bonus reward. ALLR + leftTime * r")] - public float areaTimeBonusPerSec = 0.2f; - - [Tooltip("distance reward reward = r*(1-(nowDis/startDis))")] - public float distanceReward = 50.0f; - - [Tooltip("facing to Target distance reward reward = r*(1-(nowDis/startDis))")] - public float facingTargetReward = 10.0f; - - [Space(10)] - [Tooltip("Goto Win reward")] - public float goWinRewardDefault = 999f; - - [Tooltip("Attack Win reward")] - public float attackWinRewardDefault = 999f; - - [Tooltip("Defence Win reward")] - public float defenceWinRewardDefault = 999f; - - [Tooltip("free Win reward")] - public float freeWinRewardDefault = 999f; - - [Header("Static Rewards")] - [Tooltip("Nothing happened reward")] - public float nonReward = -1f; - - [Tooltip("Episode Lose reward")] - public float loseReward = -999f; - - [Tooltip("Agent Do shoot action reward")] - public float shootReward = -0.5f; - - [Tooltip("Hit Not target Enemy reward")] - public float hitNonTargetReward = -5f; - - [Tooltip("Not Target Enemy down reward")] - public float killNonTargetReward = -5f; - - [Tooltip("Agent Do shoot action but gun is not read")] - public float shootWithoutReadyReward = -1.15f; - - [Tooltip("Kill bonus reward stack to nothing happend reward")] - public float killBonusReward = 0.0f; - - [Tooltip("Facing to enemy's reward")] - public float facingReward = 5f; - - [Tooltip("Shoot at target area but didn't hit enemy")] - public float shootTargetAreaReward = 10f; - - [Header("Penalty Rewards")] - [Tooltip("move Penalty Reward")] - public float movePenalty = 0.1f; - - [Tooltip("spiiiiiiin Panalty Reward")] - public float spinPenalty = 0.08f; - - [Tooltip("while move mouse a little bit's penalty")] - public float mousePenalty = 0.06f; - [Header("Dynamic Rewards")] [Tooltip("Free mode Hit Enemy reward")] public float hitTargetReward = 60.0f; @@ -130,28 +40,29 @@ public class ParameterContainer : MonoBehaviour [Tooltip("free Win reward")] public float freeWinReward = 50.0f; - [Tooltip("Scene Prefab Set")] - public SceneBlocksSet scenePrefabSet; - private float targetTimeBonus = 0f; private float areaTimeBonus = 0f; private float freeTimeBonus = 0f; private float targetInAreaTime = 0f; private float lastFrameTime = 0f; - [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 float areaTimeBonusPerSec; + private float freeTimeBonusPerSec; + private float targetTimeBonusPerSec; + private int timeLimit = 30; private void Start() { targetCon = targetConObj.GetComponent(); blockCont = blockConObj.GetComponent(); messageCon = hudObj.GetComponent(); + commonParamCont = CommonParamObj.GetComponent(); + + areaTimeBonusPerSec = commonParamCont.areaTimeBonusPerSec; + freeTimeBonusPerSec = commonParamCont.freeTimeBonusPerSec; + targetTimeBonusPerSec = commonParamCont.targetTimeBonusPerSec; + timeLimit = commonParamCont.timeLimit; + areaTimeBonus = areaTimeBonusPerSec * timeLimit; freeTimeBonus = freeTimeBonusPerSec * timeLimit; targetTimeBonus = targetTimeBonusPerSec * timeLimit; @@ -171,14 +82,12 @@ private void Start() 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; - scenePrefabSet = startSceneData.scenePrefabSet; + + // Win Rewards + goWinReward = commonParamCont.goWinRewardDefault; + attackWinReward = commonParamCont.attackWinRewardDefault; + defenceWinReward = commonParamCont.defenceWinRewardDefault; + freeWinReward = commonParamCont.freeWinRewardDefault; } private void Update() @@ -206,15 +115,9 @@ private void Update() targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime; } - hitTargetReward = hitTargetRewardDefault + targetTimeBonus; - killTargetEnemyReward = killTargetEnemyRewardDefault + targetTimeBonus; - inAreaReward = inAreaRewardDefault + areaTimeBonus; - - // Win Rewards - goWinReward = goWinRewardDefault; - attackWinReward = attackWinRewardDefault; - defenceWinReward = defenceWinRewardDefault; - freeWinReward = freeWinRewardDefault; + hitTargetReward = commonParamCont.hitTargetRewardDefault + targetTimeBonus; + killTargetEnemyReward = commonParamCont.killTargetEnemyRewardDefault + targetTimeBonus; + inAreaReward = commonParamCont.inAreaRewardDefault + areaTimeBonus; } public void ResetTimeBonusReward() diff --git a/Assets/Script/GameScript/RaySensors.cs b/Assets/Script/GameScript/RaySensors.cs index abb0df4..0327bf0 100644 --- a/Assets/Script/GameScript/RaySensors.cs +++ b/Assets/Script/GameScript/RaySensors.cs @@ -6,11 +6,11 @@ public class RaySensors : MonoBehaviour { - public Camera agentCam; - public Camera TPSCam; - public Material lineMeterial; - public GameObject rayInfoPrefab; - public GameObject agentCanvas; + [SerializeField] private Camera agentCam; + [SerializeField] private Camera TPSCam; + [SerializeField] private Material lineMeterial; + [SerializeField] private GameObject rayInfoPrefab; + [SerializeField] private GameObject agentCanvas; [SerializeField, Range(0, 500)] public float viewDistance = 100; // how long the ray can detect diff --git a/Assets/Script/GameScript/SceneBlockContainer.cs b/Assets/Script/GameScript/SceneBlockContainer.cs index 8b2fe26..bc5a80b 100644 --- a/Assets/Script/GameScript/SceneBlockContainer.cs +++ b/Assets/Script/GameScript/SceneBlockContainer.cs @@ -2,10 +2,14 @@ public class SceneBlockContainer : MonoBehaviour { - public float sceneSize = 10f; - public GameObject environmentObj; - public GameObject parameterContainerObj; - public GameObject hudObj; + [SerializeField] + private float sceneSize = 10f; + [SerializeField] + private GameObject environmentObj; + [SerializeField] + private GameObject commonParameterContainerObj; + [SerializeField] + private GameObject hudObj; // public GameObject[] attackBlockPrefabs = new GameObject[1]; // public GameObject[] goBlockPrefabs = new GameObject[1]; @@ -13,11 +17,11 @@ public class SceneBlockContainer : MonoBehaviour public SceneBlock nowBlock; private GameObject nowBlockObj; - private ParameterContainer paramCon; + private CommonParameterContainer commonParamCon; private void Start() { - paramCon = parameterContainerObj.GetComponent(); + commonParamCon = commonParameterContainerObj.GetComponent(); } /// @@ -40,7 +44,7 @@ public void CreateNewBlock(Targets targetType, int level, int blockType, Vector3 DestroyBlock(); } // choose target type - nowBlockObj = Instantiate(paramCon.scenePrefabSet.GetPrefab(level, blockType, targetType), blockPosition + environmentObj.transform.position, Quaternion.identity, transform); + nowBlockObj = Instantiate(commonParamCon.scenePrefabSet.GetPrefab(level, blockType, targetType), blockPosition + environmentObj.transform.position, Quaternion.identity, transform); nowBlock = nowBlockObj.GetComponent(); nowBlock.group1Tag = tag1; nowBlock.group2Tag = tag2; diff --git a/Assets/Script/GameScript/TargetController.cs b/Assets/Script/GameScript/TargetController.cs index eb8d599..29d590f 100644 --- a/Assets/Script/GameScript/TargetController.cs +++ b/Assets/Script/GameScript/TargetController.cs @@ -5,14 +5,24 @@ public class TargetController : MonoBehaviour { - public GameObject environmentObj; - public GameObject agentObj; - public GameObject HUDObj; - public GameObject sceneBlockContainerObj; - public GameObject enemyContainerObj; - public GameObject parameterContainerObj; - public GameObject environmentUIObj; - public GameObject worldUIObj; + [SerializeField] + private GameObject environmentObj; + [SerializeField] + private GameObject agentObj; + [SerializeField] + private GameObject HUDObj; + [SerializeField] + private GameObject sceneBlockContainerObj; + [SerializeField] + private GameObject enemyContainerObj; + [SerializeField] + private GameObject parameterContainerObj; + [SerializeField] + private GameObject commonParameterContainerObj; + [SerializeField] + private GameObject environmentUIObj; + [SerializeField] + private GameObject worldUIObj; // area public GameObject edgeUp; @@ -62,10 +72,12 @@ public enum EndType public Vector3 targetPosition; private bool firstRewardFlag = true; private bool targetEnemySpawnFinish = false; + private SceneBlockContainer sceneBlockCon; private EnemyContainer enemyCon; private EnvironmentUIControl envUICon; private ParameterContainer paramCon; + private CommonParameterContainer commonParamCon; private CharacterController agentCharaCon; private WorldUIController worldUICon; private HUDController hudCon; @@ -77,6 +89,7 @@ public enum EndType // Start is called before the first frame update private void Start() { + commonParamCon = commonParameterContainerObj.GetComponent(); sceneBlockCon = sceneBlockContainerObj.GetComponent(); envUICon = environmentUIObj.GetComponent(); enemyCon = enemyContainerObj.GetComponent(); @@ -87,10 +100,10 @@ private void Start() messageBoxCon = HUDObj.GetComponent(); // get parameter from ParameterContainer - gamemode = paramCon.gameMode; - attackProb = paramCon.attackProb; - gotoProb = paramCon.gotoProb; - defenceProb = paramCon.defenceProb; + gamemode = commonParamCon.gameMode; + attackProb = commonParamCon.attackProb; + gotoProb = commonParamCon.gotoProb; + defenceProb = commonParamCon.defenceProb; // initialize spawn area minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f; @@ -105,8 +118,8 @@ private void Start() freeProb = 1 - attackProb - gotoProb - defenceProb; targetNum = (int)Targets.Num; - gotoLevelNum = paramCon.scenePrefabSet.GetLevelNumber(Targets.Go); - attackLevelNum = paramCon.scenePrefabSet.GetLevelNumber(Targets.Attack); + gotoLevelNum = commonParamCon.scenePrefabSet.GetLevelNumber(Targets.Go); + attackLevelNum = commonParamCon.scenePrefabSet.GetLevelNumber(Targets.Attack); if (freeProb < 0) { Debug.LogError("TargetController.Start: target percentage wrong"); @@ -130,13 +143,13 @@ private void Update() // if gamemode is play, then time will keep paramCon.timeLimit if (gamemode == 1) { - leftTime = paramCon.timeLimit; + leftTime = commonParamCon.timeLimit; // print out time // Debug.Log("Playing Time: " + leftTime); } else { - leftTime = paramCon.timeLimit - Time.time + startTime; + leftTime = commonParamCon.timeLimit - Time.time + startTime; } } @@ -152,7 +165,7 @@ private void Update() public void RollNewScene() { startTime = Time.time;// Reset StartTime as now time - leftTime = paramCon.timeLimit - Time.time + startTime; + leftTime = commonParamCon.timeLimit - Time.time + startTime; float randTargetType = UnityEngine.Random.Range(0f, 1f); if (randTargetType <= gotoProb) { @@ -205,7 +218,7 @@ private void MoveAgentToSpwanArea() { float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ; float randZ = 0f; - if (paramCon.spawnAgentInAllMap) + if (commonParamCon.spawnAgentInAllMap) { // spawn agent in all around map randZ = UnityEngine.Random.Range(minAgentAreaZ, maxEnemyAreaZ); @@ -257,8 +270,8 @@ public void MoveAgentTo(Vector3 position) private void RandomSpawnSceneBlock(Targets targetType) { randLevel = RollRandomLevelIndex(targetType); - randBlockType = Random.Range(0, paramCon.scenePrefabSet.GetBlockNumber(randLevel,targetType)); - sceneBlockSize = paramCon.scenePrefabSet.GetBlockSize(randLevel, randBlockType, targetType); + randBlockType = Random.Range(0, commonParamCon.scenePrefabSet.GetBlockNumber(randLevel,targetType)); + sceneBlockSize = commonParamCon.scenePrefabSet.GetBlockSize(randLevel, randBlockType, targetType); 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); @@ -308,7 +321,7 @@ private void RandomSpawnSceneBlock(Targets targetType) { // time out lose nowReward = areaTargetReward; - endReward = paramCon.loseReward; + endReward = commonParamCon.loseReward; endTypeInt = (int)EndType.Lose; } else @@ -338,7 +351,7 @@ private void RandomSpawnSceneBlock(Targets targetType) { // time out lose nowReward = 0; - endReward = paramCon.loseReward; + endReward = commonParamCon.loseReward; //nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); endTypeInt = (int)EndType.Lose; targetEnemySpawnFinish = false; @@ -370,7 +383,7 @@ private void RandomSpawnSceneBlock(Targets targetType) else if (sceneBlockCon.nowBlock.firebasesBelong <= sceneBlockCon.nowBlock.belongMaxPoint) { // lost area lose - nowReward = paramCon.loseReward; + nowReward = commonParamCon.loseReward; //nowReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance); endTypeInt = (int)EndType.Lose; } @@ -405,7 +418,7 @@ private void RandomSpawnSceneBlock(Targets targetType) // lose //nowReward = paramCon.loseReward; nowReward = 0; - endReward = paramCon.loseReward; + endReward = commonParamCon.loseReward; endTypeInt = (int)EndType.Lose; } else @@ -447,7 +460,7 @@ private float GetDistanceReward(float nowDistance, int inarea) { // out of area // nowSeneReward = paramCon.distanceReward * Math.Clamp(lastDistance - nowDistance, 0, 100); - nowSeneReward = paramCon.distanceReward * (lastDistance - nowDistance); + nowSeneReward = commonParamCon.distanceReward * (lastDistance - nowDistance); } lastDistance = nowDistance; return nowSeneReward; @@ -473,7 +486,7 @@ public float KillReward(Vector3 enemyPosition) } else { - nowKillReward = paramCon.killNonTargetReward; + nowKillReward = commonParamCon.killNonTargetReward; } } else if (targetTypeInt == (int)Targets.Free) @@ -484,7 +497,7 @@ public float KillReward(Vector3 enemyPosition) else { // goto & defence - nowKillReward = paramCon.killNonTargetReward; + nowKillReward = commonParamCon.killNonTargetReward; } return nowKillReward; } @@ -510,7 +523,7 @@ public float HitEnemyReward(Vector3 enemyPosition) else { // hit not in area enemy - nowHitReward = paramCon.hitNonTargetReward; + nowHitReward = commonParamCon.hitNonTargetReward; } } else if (targetTypeInt == (int)Targets.Free) @@ -521,7 +534,7 @@ public float HitEnemyReward(Vector3 enemyPosition) else { // goto & defence - nowHitReward = paramCon.hitNonTargetReward; + nowHitReward = commonParamCon.hitNonTargetReward; } return nowHitReward; } @@ -645,13 +658,13 @@ public int RollRandomLevelIndex(Targets target) switch (target) { case Targets.Attack: - targetProbs = paramCon.attackLevelProbs; + targetProbs = commonParamCon.attackLevelProbs; break; case Targets.Go: - targetProbs = paramCon.gotoLevelProbs; + targetProbs = commonParamCon.gotoLevelProbs; break; case Targets.Defence: - targetProbs = paramCon.defenceLevelProbs; + targetProbs = commonParamCon.defenceLevelProbs; break; default: messageBoxCon.PushMessage( diff --git a/Assets/Script/PlayMode/MouseInMap.cs b/Assets/Script/PlayMode/MouseInMap.cs index 5cfbdb9..ca0ffe5 100644 --- a/Assets/Script/PlayMode/MouseInMap.cs +++ b/Assets/Script/PlayMode/MouseInMap.cs @@ -6,21 +6,30 @@ public class MouseInMap : MonoBehaviour public float targetDistanceThreshold = 6f; public float enemyDistanceThreshold = 1f; - public Camera playCamera; - public GameObject AgentObj; - public GameObject environmentObj; - public GameObject mousePreviewObj; - public GameObject enemyContainerObj; - public GameObject sceneBlockContainerObj; - public GameObject targetControllerObj; - public GameObject parameterContainerObj; - public GameObject HUDObj; + [SerializeField] + private Camera playCamera; + [SerializeField] + private GameObject AgentObj; + [SerializeField] + private GameObject environmentObj; + [SerializeField] + private GameObject mousePreviewObj; + [SerializeField] + private GameObject enemyContainerObj; + [SerializeField] + private GameObject sceneBlockContainerObj; + [SerializeField] + private GameObject targetControllerObj; + [SerializeField] + private GameObject parameterContainerObj; + [SerializeField] + private GameObject HUDObj; private Vector3 nowHitPosition = Vector3.zero; private Vector3 nowHitPositionRelative = Vector3.zero; private LayerMask groundMask; private int blockNum; - private ParameterContainer paramCon; + private CommonParameterContainer commonParamCon; private GameObject previewModel; private TargetController targetCon; private MousePreview mousePreviewCon; @@ -47,7 +56,7 @@ public enum MouseMode private void Start() { - paramCon = parameterContainerObj.GetComponent(); + commonParamCon = parameterContainerObj.GetComponent(); groundMask = LayerMask.GetMask("Ground"); targetCon = targetControllerObj.GetComponent(); mousePreviewCon = mousePreviewObj.GetComponent(); @@ -140,7 +149,7 @@ public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = // 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 = paramCon.scenePrefabSet.GetLevelNumber(nowTargetType); + blockLevel = commonParamCon.scenePrefabSet.GetLevelNumber(nowTargetType); } else { @@ -152,7 +161,7 @@ public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = if (blockNum < 0) { // while blockNum is not set, random choose block type - this.blockNum = Random.Range(0, paramCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType)); + this.blockNum = Random.Range(0, commonParamCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType)); } else { @@ -160,7 +169,7 @@ public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = this.blockNum = blockNum; } // set previewModel - previewModel = paramCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType); + previewModel = commonParamCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType); mousePreviewCon.ChangePreviewTo(previewModel); break; diff --git a/Assets/Script/UI/ButtonActivateColorChanger.cs b/Assets/Script/UI/ButtonActivateColorChanger.cs index 9eda8b2..b24f5ec 100644 --- a/Assets/Script/UI/ButtonActivateColorChanger.cs +++ b/Assets/Script/UI/ButtonActivateColorChanger.cs @@ -7,10 +7,10 @@ public class ButtonActivateColorChanger : MonoBehaviour { - public List