V3.1 控制模式完成
完成控制模式中UI,解决所有逻辑问题。控制模式于Unity中正常运行,可正常判断结束。
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@ -1 +1 @@
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{"count":1,"self":125.68559359999999,"total":127.0390736,"children":{"InitializeActuators":{"count":2,"self":0.0010002,"total":0.0010002,"children":null},"InitializeSensors":{"count":2,"self":0.0005021,"total":0.0005021,"children":null},"AgentSendState":{"count":6113,"self":0.027592799999999997,"total":0.23222669999999998,"children":{"CollectObservations":{"count":6113,"self":0.1815569,"total":0.1815569,"children":null},"WriteActionMask":{"count":6113,"self":0.008039,"total":0.008039,"children":null},"RequestDecision":{"count":6113,"self":0.015038,"total":0.015038,"children":null}}},"DecideAction":{"count":6113,"self":0.028539099999999998,"total":0.028539099999999998,"children":null},"AgentAct":{"count":6113,"self":1.0907158,"total":1.0907158,"children":null}},"gauges":{"AKMAgent.CumulativeReward":{"count":4,"max":-3383.484,"min":-8498.57,"runningAverage":-4832.122,"value":-3835.63672,"weightedAverage":-5697.07031}},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1681045338","unity_version":"2021.3.14f1","command_line_arguments":"C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.14f1\\Editor\\Unity.exe -projectpath C:\\Users\\UCUNI\\OneDrive\\Unity\\ML-Agents\\Aimbot-ParallelEnv -useHub -hubIPC -cloudEnvironment production -licensingIpc LicenseClient-UCUNI -hubSessionId fa309b90-d6ce-11ed-9045-4dbcec259de8 -accessToken fwCnFBjbqXUmAHgSbjU61dMBi2ynquSahIP-il_N8Nw00ef","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"Play","end_time_seconds":"1681045465"}}
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{"count":1,"self":32.1479424,"total":32.5224426,"children":{"InitializeActuators":{"count":2,"self":0.0015004999999999999,"total":0.0015004999999999999,"children":null},"InitializeSensors":{"count":2,"self":0.0009999,"total":0.0009999,"children":null},"AgentSendState":{"count":1395,"self":0.0098739,"total":0.054415599999999995,"children":{"CollectObservations":{"count":1395,"self":0.040894599999999996,"total":0.040894599999999996,"children":null},"WriteActionMask":{"count":1395,"self":2.5399999999999997E-05,"total":2.5399999999999997E-05,"children":null},"RequestDecision":{"count":1395,"self":0.0036217,"total":0.0036217,"children":null}}},"DecideAction":{"count":1395,"self":0.0059974999999999994,"total":0.0059974999999999994,"children":null},"AgentAct":{"count":1395,"self":0.3105879,"total":0.3105879,"children":null}},"gauges":{"AKMAgent.CumulativeReward":{"count":1,"max":-497.4348,"min":-497.4348,"runningAverage":-497.4348,"value":-497.4348,"weightedAverage":-497.4348}},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1688018681","unity_version":"2021.3.14f1","command_line_arguments":"C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.14f1\\Editor\\Unity.exe -projectpath C:\\Users\\UCUNI\\OneDrive\\Unity\\ML-Agents\\Aimbot-ParallelEnv -useHub -hubIPC -cloudEnvironment production -licensingIpc LicenseClient-UCUNI -hubSessionId f0cd9b14-9448-48b8-a171-832b56425f1a -accessToken 4Ih0Fmgn-qcBzV7BmmRSC3-07nfbMRhn-v5RdyzS41800ef","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"Play","end_time_seconds":"1688018713"}}
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File diff suppressed because it is too large
Load Diff
@ -81,7 +81,7 @@ public class AgentWithGun : Agent
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[System.NonSerialized] public int finishedState;
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// start scene datas
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// start scene datas 0=train 1=play
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private int gamemode;
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private void Start()
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@ -96,7 +96,7 @@ private void Start()
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catch
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{
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Debug.LogError("Run WithOut StartScreen");
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gamemode = 0;
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gamemode = 1;
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}
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// initialize scripts
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@ -452,9 +452,19 @@ public override void OnEpisodeBegin()
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{
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Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse
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}
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//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
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targetCon.rollNewScene();
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paramContainer.resetTimeBonusReward();
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//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
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if (gamemode == 0)
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{
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// train mode
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targetCon.rollNewScene();
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}
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else
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{
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// play mode
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targetCon.playInitialize();
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}
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// give default Reward to Reward value will be used.
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if (hudController.chartOn)
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{
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@ -43,8 +43,8 @@ void Start()
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// Update is called once per frame
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void Update()
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{
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int remainTime = Convert.ToInt32(targetController.startTime + paramContainer.timeLimit - Time.time);
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remainTimeText.text = "RemainTime:" + remainTime.ToString();
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// int remainTime = Convert.ToInt32(targetController.startTime + paramContainer.timeLimit - Time.time);
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remainTimeText.text = "RemainTime:" + Convert.ToInt32(targetController.leftTime).ToString();
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if (resultActive && Time.time - overTime >= resultTimeout)
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{
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// while result is active and show time over timeOut
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@ -150,6 +150,10 @@ public void updateTargetType(int targetInt)
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targetTypeText.text = "Free";
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targetTypeText.color = Color.yellow;
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break;
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case (int)SceneBlockContainer.Targets.Stay:
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targetTypeText.text = "Stay";
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targetTypeText.color = Color.white;
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break;
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default:
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targetTypeText.text = "TYPE ERROR";
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targetTypeText.color = Color.red;
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@ -119,7 +119,8 @@ private void Start()
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private void Update()
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{
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if (targetCon.targetTypeInt != (int)SceneBlockContainer.Targets.Free)
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// get target distance and in area
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if (targetCon.targetTypeInt is (int)SceneBlockContainer.Targets.Go or (int)SceneBlockContainer.Targets.Attack)
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{
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(agentDistance, agentInArea) = blockCont.getAgentTargetDistanceAndInside(agentObj.transform.position);
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// attack goto or defence target
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@ -49,6 +49,7 @@ void Update()
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{
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if (Time.time - intervalStart >= addPointInterval)
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{
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// update belong ratio every addPointInterval scecond
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group1InareaNum = getInAreaNumber(group1Tag);
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group2InareaNum = getInAreaNumber(group2Tag);
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belongRatio = group1InareaNum - group2InareaNum;
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@ -74,7 +75,7 @@ void Update()
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}
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}
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//Initialize thi scene block should be excuted after enemy created
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//Initialize this scene block should be excuted after enemy created
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public void initBlock(GameObject envObj)
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{
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//Buffer all Player or enemy obj int this environment to list
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@ -5,7 +5,7 @@
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public class SceneBlockContainer : MonoBehaviour
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{
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public enum Targets { Free, Go, Attack, Defence, Num };// Num is use for get total target bumber
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public enum Targets { Free, Go, Attack, Defence, Stay, Num };// Num is use for get total target bumber
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public float sceneSize = 10f;
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public GameObject EnvironmentObj;
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public GameObject[] attackBlockPrefabs = new GameObject[1];
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@ -74,5 +74,8 @@ public void destroyBlock()
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return thisBlock.getDist_inArea(agentPosition);
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}
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public void initializeBlock(GameObject envObj)
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{
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thisBlock.initBlock(envObj);
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}
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}
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@ -63,6 +63,9 @@ public enum EndType { Win, Lose, Running, Num };
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private WorldUIController worldUICon;
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private HUDController hudCon;
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private RaySensors raySensors;
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private StartSeneData startSceneData;
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// start scene datas 0=train 1=play
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private int gamemode;
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// Start is called before the first frame update
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void Start()
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@ -91,6 +94,19 @@ void Start()
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{
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Debug.LogError("target percentage wrong");
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}
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// initialize startSceneData & datas
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// while GameObject StartSceneDataTransfer is exist
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try
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{
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startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent<StartSeneData>();
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gamemode = startSceneData.gamemode;
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}
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// while GameObject StartSceneDataTransfer is not exist
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catch
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{
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Debug.LogError("Run WithOut StartScreen");
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gamemode = 1;
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}
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// initialize a simple fake onehot encoder.
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for (int i = 0; i < targetNum; i++)
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@ -106,9 +122,19 @@ void Start()
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}
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private void Update()
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{
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// if gamemode is play, then time will keep paramCon.timeLimit
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if (gamemode == 1)
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{
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leftTime = paramCon.timeLimit;
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// print out time
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Debug.Log("Playing Time: " + leftTime);
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}
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else
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{
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leftTime = paramCon.timeLimit - Time.time + startTime;
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}
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}
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public void rollNewScene()
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{
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@ -250,7 +276,6 @@ public void moveAgentTo(Vector3 thisPosition)
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agentCharaCon.enabled = true;
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}
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// check over and get rewards
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// 1 = success,2 = overtime,0 = notover
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public (int, float,float) checkOverAndRewards()
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@ -297,12 +322,14 @@ public void moveAgentTo(Vector3 thisPosition)
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envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
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if (blockCont.thisBlock.getInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish)
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{
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Debug.Log(blockCont.thisBlock.getInAreaNumber(group2Tag));
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// win
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// let the area belongs to me and kill every enmy in this area.
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thisReward = 0;
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endReward = paramCon.attackWinReward;
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//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
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endTypeInt = (int)EndType.Win;
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targetEnemySpawnFinish = false;
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}
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else if (leftTime <= 0 && targetEnemySpawnFinish)
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{
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@ -311,6 +338,7 @@ public void moveAgentTo(Vector3 thisPosition)
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endReward = paramCon.loseReward;
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//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
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endTypeInt = (int)EndType.Lose;
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targetEnemySpawnFinish = false;
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}
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else
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{
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@ -349,17 +377,24 @@ public void moveAgentTo(Vector3 thisPosition)
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endTypeInt = (int)EndType.Running;
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}
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break;
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case (int)SceneBlockContainer.Targets.Stay:
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// Stay
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// endless
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thisReward = 0;
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endReward = 0;
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endTypeInt = (int)EndType.Running;
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break;
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default:
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//free kill
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if (EnemyContainerObj.transform.childCount <= 0)
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{
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// win
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//thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
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// thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
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thisReward = 0;
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endReward = paramCon.freeWinReward;
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endTypeInt = (int)EndType.Win;
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}
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else if (Time.time - startTime >= paramCon.timeLimit)
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else if (leftTime <= 0)
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{
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// lose
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//thisReward = paramCon.loseReward;
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@ -481,4 +516,44 @@ public int getInAreaState()
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return 0;
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}
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}
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// Play Mode method
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// Initialize Play mode
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public void playInitialize()
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{
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targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
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envUICon.updateTargetType(targetTypeInt);
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moveAgentToSpwanArea();
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enemyCont.destroyAllEnemys();
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blockCont.destroyBlock();
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}
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// change to attack mode
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public void attackModeChange()
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{
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targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
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envUICon.updateTargetType(targetTypeInt);
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}
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// change to free mode
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public void freeModeChange()
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{
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targetTypeInt = (int)SceneBlockContainer.Targets.Free;
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envUICon.updateTargetType(targetTypeInt);
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}
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// change to goto mode
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public void gotoModeChange()
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{
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targetTypeInt = (int)SceneBlockContainer.Targets.Go;
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envUICon.updateTargetType(targetTypeInt);
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}
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// change to stay mode
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public void stayModeChange()
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{
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targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
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envUICon.updateTargetType(targetTypeInt);
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}
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}
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@ -27,11 +27,6 @@ void Start()
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void updateChart(int targetType, int endType)
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{
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float winRatio = 0f;
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@ -6,10 +6,11 @@
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public class MouseInMap : MonoBehaviour
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{
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public Camera playCamera;
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public GameObject EnvironmentObj;
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public GameObject selectEffect;
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public GameObject PlayGameModeControllerObj;
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public GameObject EnemyContainerObj;
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public GameObject SceneBlockContainerObj;
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public GameObject TargetControllerObj;
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public GameObject HUDObj;
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private Vector3 mouseInMapPosition = Vector3.zero;
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@ -17,7 +18,7 @@ public class MouseInMap : MonoBehaviour
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private LayerMask groundMask;
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private int randBlockNum;
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private GameObject preSet;
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private PlayGameModeController gameModeCon;
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private TargetController targetCon;
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private MousePreview mousePreviewCon;
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private EnemyContainer enemyCon;
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private SceneBlockContainer sceneBlockCon;
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@ -35,7 +36,7 @@ public enum MouseMode
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private void Start()
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{
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groundMask = LayerMask.GetMask("Ground");
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gameModeCon = PlayGameModeControllerObj.GetComponent<PlayGameModeController>();
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targetCon = TargetControllerObj.GetComponent<TargetController>();
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mousePreviewCon = this.GetComponent<MousePreview>();
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enemyCon = EnemyContainerObj.GetComponent<EnemyContainer>();
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sceneBlockCon = SceneBlockContainerObj.GetComponent<SceneBlockContainer>();
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@ -46,7 +47,7 @@ void Update()
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{
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nowHitPosition = getMouseOnMapPosition();
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// if mouse position in area, update mouseInMapPosition as nowHitPosition
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if (nowHitPosition.x < gameModeCon.maxAgentAreaX && nowHitPosition.x > gameModeCon.minAgentAreaX && nowHitPosition.z < gameModeCon.maxEnemyAreaZ && nowHitPosition.z > gameModeCon.minAgentAreaZ)
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if (nowHitPosition.x < targetCon.maxAgentAreaX && nowHitPosition.x > targetCon.minAgentAreaX && nowHitPosition.z < targetCon.maxEnemyAreaZ && nowHitPosition.z > targetCon.minAgentAreaZ)
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{
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mouseInMapPosition = nowHitPosition;
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mousePreviewCon.updatePreviewPosition(mouseInMapPosition);
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@ -57,10 +58,14 @@ void Update()
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{
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case MouseMode.AttackSet:
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sceneBlockCon.createNewBlock(SceneBlockContainer.Targets.Attack, randBlockNum, mouseInMapPosition);
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sceneBlockCon.initializeBlock(EnvironmentObj);
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targetCon.attackModeChange();
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changeMouseModeTo(MouseMode.Default);
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break;
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case MouseMode.GotoSet:
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sceneBlockCon.createNewBlock(SceneBlockContainer.Targets.Go, randBlockNum, mouseInMapPosition);
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sceneBlockCon.initializeBlock(EnvironmentObj);
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targetCon.gotoModeChange();
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changeMouseModeTo(MouseMode.Default);
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break;
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case MouseMode.EnemySet:
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@ -81,7 +86,7 @@ public void changeMouseModeTo(MouseMode thisMouseMode)
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case MouseMode.AttackSet:
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// random choose attack scene block type and set as preview
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randBlockNum = Random.Range(0, sceneBlockCon.attackBlockPrefabs.Length);
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preSet = sceneBlockCon.goBlockPrefabs[randBlockNum];
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preSet = sceneBlockCon.attackBlockPrefabs[randBlockNum];
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mousePreviewCon.changePreviewTo(preSet);
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break;
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case MouseMode.GotoSet:
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@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@ -50,20 +50,6 @@ void Update()
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{
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scrollSp = minHeight - transform.position.y;
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}
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/* if((transform.position.y <= maxHeight) && (scrollSp > 0))
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{
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scrollSp = 0;
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}else if((transform.position.y >= minHeight)&& (scrollSp < 0))
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{
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scrollSp = 0;
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}
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if((transform.position.y + scrollSp) > maxHeight)
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{
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scrollSp = maxHeight - transform.position.y;
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}else if((transform.position.y + scrollSp) < minHeight)
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{
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scrollSp = minHeight - transform.position.y;
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}*/
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Vector3 verticalMove = new Vector3(0,scrollSp,0); // vertical movement
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Vector3 lateralMove = hsp * transform.right; // lateral movement in global world ignore camera facing
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@ -72,11 +58,8 @@ void Update()
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fowardMove = vsp * fowardMove.normalized; // normalize the vector
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Vector3 move = verticalMove + lateralMove + fowardMove; // total movement
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transform.position += move; // move the camera
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cameraRotation();
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}
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void cameraRotation()
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@ -99,6 +82,5 @@ void cameraRotation()
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startMouseP = dragMouseP;
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}
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}
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}
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@ -7,34 +7,37 @@ public class TargetUIController : MonoBehaviour
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{
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// Controller to control the UI of the target,
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// select target type, select prefeb to set or sth.
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public GameObject gameModeController;
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public GameObject TargetControllerObj;
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public GameObject MouseSelectorObj;
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public GameObject EnvironmentUIObj;
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public Button setAttackButton;
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public Button setGotoButton;
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public Button setFreeButton;
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public Button setStayButton;
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private PlayGameModeController gameModeCon;
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private MouseInMap mouseInMapCon;
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private EnvironmentUIControl envUICon;
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private TargetController targetCon;
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private void Start()
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{
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gameModeCon = gameModeController.GetComponent<PlayGameModeController>();
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targetCon = TargetControllerObj.GetComponent<TargetController>();
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mouseInMapCon = MouseSelectorObj.GetComponent<MouseInMap>();
|
||||
envUICon = EnvironmentUIObj.GetComponent<EnvironmentUIControl>();
|
||||
}
|
||||
|
||||
public void clearGamePressed()
|
||||
{
|
||||
// Clear all enemies and targets. set gamemode to Stay mode
|
||||
gameModeCon.gameMode = PlayGameModeController.GameMode.Stay;
|
||||
targetCon.stayModeChange();
|
||||
mouseInMapCon.changeMouseModeTo(MouseInMap.MouseMode.Default);
|
||||
// disable setStayButton and enable other buttons
|
||||
setStayButton.interactable = false;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = true;
|
||||
setFreeButton.interactable = true;
|
||||
gameModeCon.startInitialize();
|
||||
targetCon.playInitialize();
|
||||
}
|
||||
public void setEnemyPressed()
|
||||
{
|
||||
@ -50,7 +53,8 @@ public void setAttackPressed()
|
||||
}
|
||||
public void setFreePressed()
|
||||
{
|
||||
mouseInMapCon.mouseMode = MouseInMap.MouseMode.Default;
|
||||
mouseInMapCon.changeMouseModeTo(MouseInMap.MouseMode.Default);
|
||||
targetCon.freeModeChange();
|
||||
setStayButton.interactable = true;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = true;
|
||||
@ -58,7 +62,12 @@ public void setFreePressed()
|
||||
}
|
||||
public void setStayPressed()
|
||||
{
|
||||
|
||||
mouseInMapCon.changeMouseModeTo(MouseInMap.MouseMode.Default);
|
||||
targetCon.stayModeChange();
|
||||
setStayButton.interactable = false;
|
||||
setAttackButton.interactable = true;
|
||||
setGotoButton.interactable = true;
|
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setFreeButton.interactable = true;
|
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}
|
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|
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public void UIButtonInteractable(PlayGameModeController.GameMode nowMode = PlayGameModeController.GameMode.Stay)
|
@ -3,7 +3,7 @@
|
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"com.monitor1394.xcharts": "https://github.com/XCharts-Team/XCharts.git#3.0",
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"com.unity.collab-proxy": "1.17.6",
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"com.unity.ide.vscode": "1.2.5",
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"com.unity.ml-agents": "2.0.1",
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"com.unity.probuilder": "5.0.3",
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|
@ -53,7 +53,7 @@
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|
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|
934
UserSettings/Layouts/CurrentMaximizeLayout.dwlt
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934
UserSettings/Layouts/CurrentMaximizeLayout.dwlt
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Loading…
Reference in New Issue
Block a user