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。
This commit is contained in:
Koha9 2023-06-29 15:18:10 +09:00
parent ff094aaba5
commit 64e477d6c2
24 changed files with 1502 additions and 658 deletions

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@ -1 +1 @@
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@ -81,7 +81,7 @@ public class AgentWithGun : Agent
[System.NonSerialized] public int finishedState;
// start scene datas
// start scene datas 0=train 1=play
private int gamemode;
private void Start()
@ -96,7 +96,7 @@ private void Start()
catch
{
Debug.LogError("Run WithOut StartScreen");
gamemode = 0;
gamemode = 1;
}
// initialize scripts
@ -452,9 +452,19 @@ public override void OnEpisodeBegin()
{
Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse
}
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
targetCon.rollNewScene();
paramContainer.resetTimeBonusReward();
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
if (gamemode == 0)
{
// train mode
targetCon.rollNewScene();
}
else
{
// play mode
targetCon.playInitialize();
}
// give default Reward to Reward value will be used.
if (hudController.chartOn)
{

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@ -43,8 +43,8 @@ void Start()
// Update is called once per frame
void Update()
{
int remainTime = Convert.ToInt32(targetController.startTime + paramContainer.timeLimit - Time.time);
remainTimeText.text = "RemainTime:" + remainTime.ToString();
// int remainTime = Convert.ToInt32(targetController.startTime + paramContainer.timeLimit - Time.time);
remainTimeText.text = "RemainTime:" + Convert.ToInt32(targetController.leftTime).ToString();
if (resultActive && Time.time - overTime >= resultTimeout)
{
// while result is active and show time over timeOut
@ -150,6 +150,10 @@ public void updateTargetType(int targetInt)
targetTypeText.text = "Free";
targetTypeText.color = Color.yellow;
break;
case (int)SceneBlockContainer.Targets.Stay:
targetTypeText.text = "Stay";
targetTypeText.color = Color.white;
break;
default:
targetTypeText.text = "TYPE ERROR";
targetTypeText.color = Color.red;

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@ -119,7 +119,8 @@ private void Start()
private void Update()
{
if (targetCon.targetTypeInt != (int)SceneBlockContainer.Targets.Free)
// get target distance and in area
if (targetCon.targetTypeInt is (int)SceneBlockContainer.Targets.Go or (int)SceneBlockContainer.Targets.Attack)
{
(agentDistance, agentInArea) = blockCont.getAgentTargetDistanceAndInside(agentObj.transform.position);
// attack goto or defence target

View File

@ -49,6 +49,7 @@ void Update()
{
if (Time.time - intervalStart >= addPointInterval)
{
// update belong ratio every addPointInterval scecond
group1InareaNum = getInAreaNumber(group1Tag);
group2InareaNum = getInAreaNumber(group2Tag);
belongRatio = group1InareaNum - group2InareaNum;
@ -74,7 +75,7 @@ void Update()
}
}
//Initialize thi scene block should be excuted after enemy created
//Initialize this scene block should be excuted after enemy created
public void initBlock(GameObject envObj)
{
//Buffer all Player or enemy obj int this environment to list

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@ -5,7 +5,7 @@
public class SceneBlockContainer : MonoBehaviour
{
public enum Targets { Free, Go, Attack, Defence, Num };// Num is use for get total target bumber
public enum Targets { Free, Go, Attack, Defence, Stay, Num };// Num is use for get total target bumber
public float sceneSize = 10f;
public GameObject EnvironmentObj;
public GameObject[] attackBlockPrefabs = new GameObject[1];
@ -74,5 +74,8 @@ public void destroyBlock()
return thisBlock.getDist_inArea(agentPosition);
}
public void initializeBlock(GameObject envObj)
{
thisBlock.initBlock(envObj);
}
}

View File

@ -63,6 +63,9 @@ public enum EndType { Win, Lose, Running, Num };
private WorldUIController worldUICon;
private HUDController hudCon;
private RaySensors raySensors;
private StartSeneData startSceneData;
// start scene datas 0=train 1=play
private int gamemode;
// Start is called before the first frame update
void Start()
@ -91,6 +94,19 @@ void Start()
{
Debug.LogError("target percentage wrong");
}
// initialize startSceneData & datas
// while GameObject StartSceneDataTransfer is exist
try
{
startSceneData = GameObject.Find("StartSceneDataTransfer").GetComponent<StartSeneData>();
gamemode = startSceneData.gamemode;
}
// while GameObject StartSceneDataTransfer is not exist
catch
{
Debug.LogError("Run WithOut StartScreen");
gamemode = 1;
}
// initialize a simple fake onehot encoder.
for (int i = 0; i < targetNum; i++)
@ -107,7 +123,17 @@ void Start()
private void Update()
{
leftTime = paramCon.timeLimit - Time.time + startTime;
// if gamemode is play, then time will keep paramCon.timeLimit
if (gamemode == 1)
{
leftTime = paramCon.timeLimit;
// print out time
Debug.Log("Playing Time: " + leftTime);
}
else
{
leftTime = paramCon.timeLimit - Time.time + startTime;
}
}
public void rollNewScene()
@ -250,7 +276,6 @@ public void moveAgentTo(Vector3 thisPosition)
agentCharaCon.enabled = true;
}
// check over and get rewards
// 1 = success,2 = overtime,0 = notover
public (int, float,float) checkOverAndRewards()
@ -297,12 +322,14 @@ public void moveAgentTo(Vector3 thisPosition)
envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
if (blockCont.thisBlock.getInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish)
{
Debug.Log(blockCont.thisBlock.getInAreaNumber(group2Tag));
// win
// let the area belongs to me and kill every enmy in this area.
thisReward = 0;
endReward = paramCon.attackWinReward;
//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Win;
targetEnemySpawnFinish = false;
}
else if (leftTime <= 0 && targetEnemySpawnFinish)
{
@ -311,6 +338,7 @@ public void moveAgentTo(Vector3 thisPosition)
endReward = paramCon.loseReward;
//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Lose;
targetEnemySpawnFinish = false;
}
else
{
@ -349,17 +377,24 @@ public void moveAgentTo(Vector3 thisPosition)
endTypeInt = (int)EndType.Running;
}
break;
case (int)SceneBlockContainer.Targets.Stay:
// Stay
// endless
thisReward = 0;
endReward = 0;
endTypeInt = (int)EndType.Running;
break;
default:
//free kill
if (EnemyContainerObj.transform.childCount <= 0)
{
// win
//thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
// thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
thisReward = 0;
endReward = paramCon.freeWinReward;
endTypeInt = (int)EndType.Win;
}
else if (Time.time - startTime >= paramCon.timeLimit)
else if (leftTime <= 0)
{
// lose
//thisReward = paramCon.loseReward;
@ -481,4 +516,44 @@ public int getInAreaState()
return 0;
}
}
// Play Mode method
// Initialize Play mode
public void playInitialize()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
envUICon.updateTargetType(targetTypeInt);
moveAgentToSpwanArea();
enemyCont.destroyAllEnemys();
blockCont.destroyBlock();
}
// change to attack mode
public void attackModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
envUICon.updateTargetType(targetTypeInt);
}
// change to free mode
public void freeModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
envUICon.updateTargetType(targetTypeInt);
}
// change to goto mode
public void gotoModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
envUICon.updateTargetType(targetTypeInt);
}
// change to stay mode
public void stayModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
envUICon.updateTargetType(targetTypeInt);
}
}

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@ -27,11 +27,6 @@ void Start()
}
}
// Update is called once per frame
void Update()
{
}
public void updateChart(int targetType, int endType)
{
float winRatio = 0f;

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@ -6,10 +6,11 @@
public class MouseInMap : MonoBehaviour
{
public Camera playCamera;
public GameObject EnvironmentObj;
public GameObject selectEffect;
public GameObject PlayGameModeControllerObj;
public GameObject EnemyContainerObj;
public GameObject SceneBlockContainerObj;
public GameObject TargetControllerObj;
public GameObject HUDObj;
private Vector3 mouseInMapPosition = Vector3.zero;
@ -17,7 +18,7 @@ public class MouseInMap : MonoBehaviour
private LayerMask groundMask;
private int randBlockNum;
private GameObject preSet;
private PlayGameModeController gameModeCon;
private TargetController targetCon;
private MousePreview mousePreviewCon;
private EnemyContainer enemyCon;
private SceneBlockContainer sceneBlockCon;
@ -35,7 +36,7 @@ public enum MouseMode
private void Start()
{
groundMask = LayerMask.GetMask("Ground");
gameModeCon = PlayGameModeControllerObj.GetComponent<PlayGameModeController>();
targetCon = TargetControllerObj.GetComponent<TargetController>();
mousePreviewCon = this.GetComponent<MousePreview>();
enemyCon = EnemyContainerObj.GetComponent<EnemyContainer>();
sceneBlockCon = SceneBlockContainerObj.GetComponent<SceneBlockContainer>();
@ -46,7 +47,7 @@ void Update()
{
nowHitPosition = getMouseOnMapPosition();
// if mouse position in area, update mouseInMapPosition as nowHitPosition
if (nowHitPosition.x < gameModeCon.maxAgentAreaX && nowHitPosition.x > gameModeCon.minAgentAreaX && nowHitPosition.z < gameModeCon.maxEnemyAreaZ && nowHitPosition.z > gameModeCon.minAgentAreaZ)
if (nowHitPosition.x < targetCon.maxAgentAreaX && nowHitPosition.x > targetCon.minAgentAreaX && nowHitPosition.z < targetCon.maxEnemyAreaZ && nowHitPosition.z > targetCon.minAgentAreaZ)
{
mouseInMapPosition = nowHitPosition;
mousePreviewCon.updatePreviewPosition(mouseInMapPosition);
@ -57,10 +58,14 @@ void Update()
{
case MouseMode.AttackSet:
sceneBlockCon.createNewBlock(SceneBlockContainer.Targets.Attack, randBlockNum, mouseInMapPosition);
sceneBlockCon.initializeBlock(EnvironmentObj);
targetCon.attackModeChange();
changeMouseModeTo(MouseMode.Default);
break;
case MouseMode.GotoSet:
sceneBlockCon.createNewBlock(SceneBlockContainer.Targets.Go, randBlockNum, mouseInMapPosition);
sceneBlockCon.initializeBlock(EnvironmentObj);
targetCon.gotoModeChange();
changeMouseModeTo(MouseMode.Default);
break;
case MouseMode.EnemySet:
@ -81,7 +86,7 @@ public void changeMouseModeTo(MouseMode thisMouseMode)
case MouseMode.AttackSet:
// random choose attack scene block type and set as preview
randBlockNum = Random.Range(0, sceneBlockCon.attackBlockPrefabs.Length);
preSet = sceneBlockCon.goBlockPrefabs[randBlockNum];
preSet = sceneBlockCon.attackBlockPrefabs[randBlockNum];
mousePreviewCon.changePreviewTo(preSet);
break;
case MouseMode.GotoSet:

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -50,20 +50,6 @@ void Update()
{
scrollSp = minHeight - transform.position.y;
}
/* if((transform.position.y <= maxHeight) && (scrollSp > 0))
{
scrollSp = 0;
}else if((transform.position.y >= minHeight)&& (scrollSp < 0))
{
scrollSp = 0;
}
if((transform.position.y + scrollSp) > maxHeight)
{
scrollSp = maxHeight - transform.position.y;
}else if((transform.position.y + scrollSp) < minHeight)
{
scrollSp = minHeight - transform.position.y;
}*/
Vector3 verticalMove = new Vector3(0,scrollSp,0); // vertical movement
Vector3 lateralMove = hsp * transform.right; // lateral movement in global world ignore camera facing
@ -72,11 +58,8 @@ void Update()
fowardMove = vsp * fowardMove.normalized; // normalize the vector
Vector3 move = verticalMove + lateralMove + fowardMove; // total movement
transform.position += move; // move the camera
cameraRotation();
}
void cameraRotation()
@ -99,6 +82,5 @@ void cameraRotation()
startMouseP = dragMouseP;
}
}
}

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@ -7,34 +7,37 @@ public class TargetUIController : MonoBehaviour
{
// Controller to control the UI of the target,
// select target type, select prefeb to set or sth.
public GameObject gameModeController;
public GameObject TargetControllerObj;
public GameObject MouseSelectorObj;
public GameObject EnvironmentUIObj;
public Button setAttackButton;
public Button setGotoButton;
public Button setFreeButton;
public Button setStayButton;
private PlayGameModeController gameModeCon;
private MouseInMap mouseInMapCon;
private EnvironmentUIControl envUICon;
private TargetController targetCon;
private void Start()
{
gameModeCon = gameModeController.GetComponent<PlayGameModeController>();
targetCon = TargetControllerObj.GetComponent<TargetController>();
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;
setFreeButton.interactable = true;
}
public void UIButtonInteractable(PlayGameModeController.GameMode nowMode = PlayGameModeController.GameMode.Stay)

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@ -3,7 +3,7 @@
"com.monitor1394.xcharts": "https://github.com/XCharts-Team/XCharts.git#3.0",
"com.unity.collab-proxy": "1.17.6",
"com.unity.ide.rider": "3.0.16",
"com.unity.ide.visualstudio": "2.0.16",
"com.unity.ide.visualstudio": "2.0.18",
"com.unity.ide.vscode": "1.2.5",
"com.unity.ml-agents": "2.0.1",
"com.unity.probuilder": "5.0.3",

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@ -53,7 +53,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.16",
"version": "2.0.18",
"depth": 0,
"source": "registry",
"dependencies": {

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