V3.3.1 添加一些summary
添加一些summary
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{"count":1,"self":48.5149632,"total":49.084985599999996,"children":{"InitializeActuators":{"count":2,"self":0.0010017,"total":0.0010017,"children":null},"InitializeSensors":{"count":2,"self":0.0009998,"total":0.0009998,"children":null},"AgentSendState":{"count":2199,"self":0.013493199999999999,"total":0.0889476,"children":{"CollectObservations":{"count":2199,"self":0.064447999999999991,"total":0.064447999999999991,"children":null},"WriteActionMask":{"count":2199,"self":0.0020020999999999997,"total":0.0020020999999999997,"children":null},"RequestDecision":{"count":2199,"self":0.0090043,"total":0.0090043,"children":null}}},"DecideAction":{"count":2199,"self":0.0139861,"total":0.0139861,"children":null},"AgentAct":{"count":2199,"self":0.46458849999999996,"total":0.46458849999999996,"children":null}},"gauges":{},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1694124726","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 0aed42b0-3d5b-4374-942e-adccfa3e50fe -accessToken 846lZd-HJLP4t5aNcNJhMc6uOpoi0s7_Pc1abgAYxk000ef","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"Play","end_time_seconds":"1694124775"}}
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{"count":1,"self":23.63196,"total":23.9025009,"children":{"InitializeActuators":{"count":2,"self":0.00099739999999999985,"total":0.00099739999999999985,"children":null},"InitializeSensors":{"count":2,"self":0.001,"total":0.001,"children":null},"AgentSendState":{"count":952,"self":0.0085034,"total":0.039000099999999996,"children":{"CollectObservations":{"count":952,"self":0.0269949,"total":0.0269949,"children":null},"WriteActionMask":{"count":952,"self":0.0010012999999999999,"total":0.0010012999999999999,"children":null},"RequestDecision":{"count":952,"self":0.0025004999999999997,"total":0.0025004999999999997,"children":null}}},"DecideAction":{"count":952,"self":0.0075009,"total":0.0075009,"children":null},"AgentAct":{"count":952,"self":0.2215421,"total":0.2215421,"children":null}},"gauges":{"AKMAgent.CumulativeReward":{"count":1,"max":-915.46106,"min":-915.46106,"runningAverage":-915.46106,"value":-915.46106,"weightedAverage":-915.46106}},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1694173127","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 0aed42b0-3d5b-4374-942e-adccfa3e50fe -accessToken JbUPBPf6JTW37vb58Qn3jwtHKSeQe97cJMOu8VQWmC000ef","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"Play","end_time_seconds":"1694173151"}}
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@ -1 +1 @@
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{"count":1,"self":11.3938376,"total":11.4998208,"children":{"InitializeActuators":{"count":2,"self":0.0015000999999999999,"total":0.0015000999999999999,"children":null},"InitializeSensors":{"count":2,"self":0.0010012999999999999,"total":0.0010012999999999999,"children":null},"AgentSendState":{"count":341,"self":0.0025012,"total":0.021047,"children":{"CollectObservations":{"count":341,"self":0.016549599999999998,"total":0.016549599999999998,"children":null},"WriteActionMask":{"count":341,"self":0.0004974,"total":0.0004974,"children":null},"RequestDecision":{"count":341,"self":0.0014988,"total":0.0014988,"children":null}}},"DecideAction":{"count":341,"self":0.0034971,"total":0.0034971,"children":null},"AgentAct":{"count":341,"self":0.078438399999999991,"total":0.078438399999999991,"children":null}},"gauges":{},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1692727023","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 e5d92e28-80f6-4b3c-a471-eae8d8c25d6a -accessToken zVcLUw6o5zfV2ttNqbk6Cm3ybH7HNKVZM9LVx9Bv_FU00ef","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"Train","end_time_seconds":"1692727035"}}
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{"count":1,"self":6.8074992,"total":6.8110035999999994,"children":{"InitializeActuators":{"count":2,"self":0.0015007,"total":0.0015007,"children":null},"InitializeSensors":{"count":2,"self":0.0010002,"total":0.0010002,"children":null}},"gauges":{},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1694173632","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 0aed42b0-3d5b-4374-942e-adccfa3e50fe -accessToken JbUPBPf6JTW37vb58Qn3jwtHKSeQe97cJMOu8VQWmC000ef","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"Train","end_time_seconds":"1694173639"}}
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using System;
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using UnityEngine;
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/// <summary>
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/// A ScriptableObject for storing a set of prefabs related to a single level.
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/// </summary>
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/// <remarks>
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/// This class is used to manage a collection of prefabs that are associated with a single level.
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/// It includes functionality to initialize and access the prefab set.
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/// </remarks>
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[CreateAssetMenu(menuName = "Single Level Prefab Set")]
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public class BlocksSet : ScriptableObject
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{
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public GameObject[] prefabs;
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[NonSerialized] public int prefabSize = 0;
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// initialization
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/// <summary>
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/// Initializes the prefab set.
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/// </summary>
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/// <remarks>
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/// This method calculates and stores the size of the prefab set.
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/// </remarks>
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public void InitializeBlocksSet()
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{
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// get prefab size
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using UnityEngine;
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using UnityEngine;
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public class SceneBlockContainer : MonoBehaviour
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{
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@ -22,7 +22,16 @@ private void Start()
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scenePrefabSet.InitializeSceneBlocksSet(hudObj);
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}
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// create appointed block at appointed position
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/// <summary>
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/// Creates a specified block at a specified position.
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/// 在指定位置创建指定类型的场景块。
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/// </summary>
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/// <param name="targetType">The target type.</param>
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/// <param name="level">The level.</param>
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/// <param name="blockType">The block type.</param>
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/// <param name="blockPosition">The block position.</param>
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/// <param name="tag1">Tag 1 (optional, default is "Player").</param>
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/// <param name="tag2">Tag 2 (optional, default is "Enemy").</param>
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public void CreateNewBlock(Targets targetType, int level, int blockType, Vector3 blockPosition, string tag1 = "Player", string tag2 = "Enemy")
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{
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// check if nowBlock is deleted
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using System;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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@ -140,8 +140,15 @@ private void Update()
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}
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}
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#region Train Mode Initialization Functions
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/// <summary>
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/// Generates a new scene configuration by selecting a random target type and spawning related scene blocks.
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/// </summary>
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/// <remarks>
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/// This method is responsible for creating a new scene configuration, which involves selecting a target type
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/// (Go, Attack, Defence, or Free) based on predefined probabilities. Depending on the chosen target type,
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/// the method spawns the associated scene blocks, updates various flags, and informs the user interface about
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/// the selected target type.
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/// </remarks>
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public void RollNewScene()
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{
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startTime = Time.time;// Reset StartTime as now time
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@ -188,11 +195,12 @@ public void RollNewScene()
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envUICon.UpdateTargetType(targetTypeInt);
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}
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#endregion Train Mode Initialization Functions
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#region Agent Move Method
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// move Agent into Agent Spawn Area
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/// <summary>
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/// Move the agent to the spawn area.
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/// 将Agent移动到生成区域。
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/// </summary>
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private void MoveAgentToSpwanArea()
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{
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float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
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@ -213,7 +221,17 @@ private void MoveAgentToSpwanArea()
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MoveAgentTo(initAgentLoc);
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}
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// move Agent to this position
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/// <summary>
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/// Move the agent to the specified position.
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/// 将代理移动到指定位置。
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/// </summary>
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/// <param name="position">要移动到的位置。</param>
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/// <remarks>
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/// When moving the character using transform.localPosition,
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/// must disable the character controller, or it won't work properly.
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/// 使用 transform.localPosition 移动角色时,
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/// 必须禁用角色控制器,否则它将无法正常工作。
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/// </remarks>
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public void MoveAgentTo(Vector3 position)
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{
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// while using transform.localPosition to move character
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@ -227,7 +245,15 @@ public void MoveAgentTo(Vector3 position)
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#region Random SceneBlock Spawn Method
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// initialize scene block by target type
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/// <summary>
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/// Randomly spawns a scene block based on the target type.
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/// 根据目标类型随机生成场景块。
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/// </summary>
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/// <param name="targetType">要生成的场景块的目标类型。The target type of the scene block to be generated.</param>
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/// <remarks>
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/// This method generates a random scene block based on the target type and spawns enemies at the specified location.
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/// 此方法根据目标类型生成一个随机场景块,并在指定位置生成敌人。
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/// </remarks>
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private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
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{
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randLevel = GetRandomLevelIndex(targetType);
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@ -250,8 +276,11 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
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#region Reward function
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// check over and get rewards
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// 1 = success,2 = overtime,0 = notover
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/// <summary>
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/// Checks the game's end state and retrieves rewards.
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/// </summary>
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/// <returns>A tuple containing the game's end type, current reward, and final reward.
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/// 1 = success,2 = overtime,0 = notover</returns>
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public (int, float, float) CheckOverAndRewards()
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{
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int endTypeInt = 0;
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@ -393,7 +422,13 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
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return (endTypeInt, nowReward, endReward);
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}
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// caulculate sceneReward if close to target then get great reward
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/// <summary>
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/// Calculates scene reward based on distance, granting higher rewards for being closer to the target.
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/// 根据距离计算场景奖励,靠近目标则获得更高奖励。
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/// </summary>
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/// <param name="nowDistance">The current distance.</param>
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/// <param name="inarea">Whether inside an area.</param>
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/// <returns>The reward value calculated based on distance.</returns>
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private float GetDistanceReward(float nowDistance, int inarea)
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{
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if (firstRewardFlag)
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@ -418,7 +453,12 @@ private float GetDistanceReward(float nowDistance, int inarea)
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return nowSeneReward;
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}
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// calculate kill reward base on killed enemy's position
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/// <summary>
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/// Calculates kill reward based on the position of the killed enemy.
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/// 根据击杀的敌人位置计算击杀奖励。
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/// </summary>
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/// <param name="enemyPosition">The position of the killed enemy.</param>
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/// <returns>The reward value calculated based on the kill position.</returns>
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public float KillReward(Vector3 enemyPosition)
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{
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float nowKillReward = 0f;
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@ -449,7 +489,12 @@ public float KillReward(Vector3 enemyPosition)
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return nowKillReward;
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}
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// calculate hit reward base on killed enemy's position and now mode
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/// <summary>
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/// Calculates hit reward based on the position of the hit enemy and the current mode.
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/// 根据击中的敌人位置和当前模式计算击中Reward。
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/// </summary>
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/// <param name="enemyPosition">The position of the hit enemy.</param>
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/// <returns>The reward value calculated based on the hit position and mode.</returns>
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public float HitEnemyReward(Vector3 enemyPosition)
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{
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float nowHitReward = 0f;
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@ -485,7 +530,18 @@ public float HitEnemyReward(Vector3 enemyPosition)
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#region Play Mode Method
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// Initialize Play mode
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/// <summary>
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/// Initializes the game in play mode.
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/// 初始化游戏playMode。
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/// </summary>
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/// <remarks>
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/// This method is used to initialize the game in play mode,
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/// including setting the target type, updating target states,
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/// updating UI display, moving the agent to the spawn area,
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/// destroying all enemies, and scene blocks.
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/// 该方法用于初始化游戏播放模式,包括设置目标类型、更新目标状态、更新UI显示、
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/// 将代理移动到生成区域、销毁所有敌人和场景块。
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/// </remarks>
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public void PlayInitialize()
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{
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targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
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@ -530,7 +586,11 @@ public void StayModeChange()
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#endregion Play Mode Method
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// get target observation states
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/// <summary>
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/// Gets the target observation states.
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/// 获取目标观测状态。
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/// </summary>
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/// <param name="targetPosition">The target position (optional).</param>
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private void UpdateTargetStates(Vector3? targetPosition = null)
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{
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// targettype, x,y,z, firebasesAreaDiameter
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@ -555,7 +615,11 @@ private void UpdateTargetStates(Vector3? targetPosition = null)
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}
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}
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// get in area state
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/// <summary>
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/// Gets the in-area state.
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/// 获取是否在区域内的State
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/// </summary>
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/// <returns>The in-area state.</returns>
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public int GetInAreaState()
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{
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if (targetTypeInt == (int)SceneBlockContainer.Targets.Go)
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@ -568,7 +632,12 @@ public int GetInAreaState()
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}
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}
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// get random Level by target type
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/// <summary>
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/// Gets a random level index based on the target type.
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/// 根据目标类型获取随机关卡索引。
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/// </summary>
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/// <param name="target">The target type.</param>
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/// <returns>A random level index.</returns>
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public int GetRandomLevelIndex(SceneBlockContainer.Targets target)
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{
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List<float> targetProbs;
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using System;
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using UnityEngine;
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/// <summary>
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/// ScriptableObject for storing a collection of all level prefab sets.
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/// </summary>
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/// <remarks>
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/// This class is used to organize and initialize multiple level prefab sets.
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/// </remarks>
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[CreateAssetMenu(menuName = "All Level Prefab Set")]
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public class LevelsSet : ScriptableObject
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{
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public BlocksSet[] singleLevelSet;
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[NonSerialized] public int levelSize = 0;
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// initialization
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/// <summary>
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/// Initialize the level collection.
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/// </summary>
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/// <remarks>
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/// This method retrieves the size of the level collection and initializes each individual level prefab set.
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/// </remarks>
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public void InitializeLevelsSet()
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{
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// get level size
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using UnityEditor.PackageManager;
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using UnityEngine;
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/// <summary>
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/// A ScriptableObject for storing and managing various sets of scene blocks.
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/// </summary>
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/// <remarks>
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/// This class is responsible for organizing and initializing different sets of scene blocks,
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/// which include levels, blocks, and their associated properties.
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/// </remarks>
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[CreateAssetMenu(menuName = "All Scene Prefab Set")]
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public class SceneBlocksSet : ScriptableObject
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{
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@ -10,7 +17,10 @@ public class SceneBlocksSet : ScriptableObject
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private GameObject hudObj;
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private MessageBoxController messageBoxController;
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// initialization
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/// <summary>
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/// Initialize the scene block set.
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/// </summary>
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/// <param name="hudObj">The HUD object used to access the message box controller.</param>
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public void InitializeSceneBlocksSet(GameObject hudObj)
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{
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this.hudObj = hudObj;
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@ -22,9 +32,11 @@ public void InitializeSceneBlocksSet(GameObject hudObj)
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}
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}
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#region Get Scene,Level,Prefab methods
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// get AllLevlePrefabSet by target type
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/// <summary>
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/// Get all level prefab sets based on the target type.
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/// </summary>
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/// <param name="targetType">The target type to retrieve all level prefab sets for.</param>
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/// <returns>All level prefab sets for the specified target type.</returns>
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public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType)
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{
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switch (targetType)
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@ -49,7 +61,12 @@ public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType)
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}
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}
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// get SingleLevelPrefabSet by target type and level
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/// <summary>
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/// Get a single level prefab set based on the target type and level.
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/// </summary>
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/// <param name="targetType">The target type to retrieve the level prefab set for.</param>
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/// <param name="level">The level to retrieve the level prefab set for.</param>
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/// <returns>The single level prefab set for the specified target type and level.</returns>
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public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType, int level)
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{
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if(level >= GetAllLevlePrefabSet(targetType).singleLevelSet.Length)
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@ -62,7 +79,13 @@ public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType,
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return GetAllLevlePrefabSet(targetType).singleLevelSet[level];
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}
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// get prefab by target type, level and block type
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/// <summary>
|
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/// Get a prefab based on the target type, level, and block type.
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/// </summary>
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||||
/// <param name="targetType">The target type to retrieve the prefab for.</param>
|
||||
/// <param name="level">The level to retrieve the prefab for.</param>
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/// <param name="blockType">The block type to retrieve the size information for.</param>
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/// <returns>The prefab for the specified block.</returns>
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public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, int blockType)
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{
|
||||
if(blockType >= GetSingleLevelPrefabSet(targetType, level).prefabs.Length)
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@ -75,27 +98,36 @@ public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, i
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return GetSingleLevelPrefabSet(targetType, level).prefabs[blockType];
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}
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#endregion Get Scene,Level,Prefab methods
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#region Get Prefab Property methods
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//get level number by target type
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/// <summary>
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/// Get the number of levels associated with a specific target type.
|
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/// </summary>
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/// <param name="targetType">The target type to retrieve level information for.</param>
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/// <returns>The number of levels for the specified target type.</returns>
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public int GetLevelNumber(SceneBlockContainer.Targets targetType)
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{
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}
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// get block number by target type and level
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/// <summary>
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/// Get the number of blocks associated with a specific target type and level.
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/// </summary>
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/// <param name="targetType">The target type to retrieve block information for.</param>
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/// <param name="level">The level to retrieve block information for.</param>
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/// <returns>The number of blocks for the specified target type and level.</returns>
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public int GetBlockNumber(SceneBlockContainer.Targets targetType, int level)
|
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{
|
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return GetSingleLevelPrefabSet(targetType, level).prefabs.Length;
|
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}
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// get block size by target type and level and block type
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/// <summary>
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/// Get the size of a block associated with a specific target type, level, and block type.
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/// </summary>
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/// <param name="targetType">The target type to retrieve block size information for.</param>
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/// <param name="level">The level to retrieve block size information for.</param>
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/// <param name="blockType">The type of block to retrieve size information for.</param>
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/// <returns>The size of the specified block.</returns>
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{
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#endregion Get Prefab Property methods
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Loading…
Reference in New Issue
Block a user