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ScriptableObject { public GameObject[] prefabs; [NonSerialized] public int prefabSize = 0; - // initialization + /// + /// Initializes the prefab set. + /// + /// + /// This method calculates and stores the size of the prefab set. + /// public void InitializeBlocksSet() { // get prefab size diff --git a/Assets/Script/InGame/SceneBlockContainer.cs b/Assets/Script/InGame/SceneBlockContainer.cs index 29b340a..0959e12 100644 --- a/Assets/Script/InGame/SceneBlockContainer.cs +++ b/Assets/Script/InGame/SceneBlockContainer.cs @@ -1,4 +1,4 @@ -using UnityEngine; +using UnityEngine; public class SceneBlockContainer : MonoBehaviour { @@ -22,7 +22,16 @@ private void Start() scenePrefabSet.InitializeSceneBlocksSet(hudObj); } - // create appointed block at appointed position + /// + /// Creates a specified block at a specified position. + /// 在指定位置创建指定类型的场景块。 + /// + /// The target type. + /// The level. + /// The block type. + /// The block position. + /// Tag 1 (optional, default is "Player"). + /// Tag 2 (optional, default is "Enemy"). public void CreateNewBlock(Targets targetType, int level, int blockType, Vector3 blockPosition, string tag1 = "Player", string tag2 = "Enemy") { // check if nowBlock is deleted diff --git a/Assets/Script/InGame/TargetController.cs b/Assets/Script/InGame/TargetController.cs index 6d272a9..291c40b 100644 --- a/Assets/Script/InGame/TargetController.cs +++ b/Assets/Script/InGame/TargetController.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections.Generic; using UnityEngine; using Random = UnityEngine.Random; @@ -140,8 +140,15 @@ private void Update() } } - #region Train Mode Initialization Functions - + /// + /// Generates a new scene configuration by selecting a random target type and spawning related scene blocks. + /// + /// + /// This method is responsible for creating a new scene configuration, which involves selecting a target type + /// (Go, Attack, Defence, or Free) based on predefined probabilities. Depending on the chosen target type, + /// the method spawns the associated scene blocks, updates various flags, and informs the user interface about + /// the selected target type. + /// public void RollNewScene() { startTime = Time.time;// Reset StartTime as now time @@ -188,11 +195,12 @@ public void RollNewScene() envUICon.UpdateTargetType(targetTypeInt); } - #endregion Train Mode Initialization Functions - #region Agent Move Method - // move Agent into Agent Spawn Area + /// + /// Move the agent to the spawn area. + /// 将Agent移动到生成区域。 + /// private void MoveAgentToSpwanArea() { float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ; @@ -213,7 +221,17 @@ private void MoveAgentToSpwanArea() MoveAgentTo(initAgentLoc); } - // move Agent to this position + /// + /// Move the agent to the specified position. + /// 将代理移动到指定位置。 + /// + /// 要移动到的位置。 + /// + /// When moving the character using transform.localPosition, + /// must disable the character controller, or it won't work properly. + /// 使用 transform.localPosition 移动角色时, + /// 必须禁用角色控制器,否则它将无法正常工作。 + /// public void MoveAgentTo(Vector3 position) { // while using transform.localPosition to move character @@ -227,7 +245,15 @@ public void MoveAgentTo(Vector3 position) #region Random SceneBlock Spawn Method - // initialize scene block by target type + /// + /// Randomly spawns a scene block based on the target type. + /// 根据目标类型随机生成场景块。 + /// + /// 要生成的场景块的目标类型。The target type of the scene block to be generated. + /// + /// This method generates a random scene block based on the target type and spawns enemies at the specified location. + /// 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。 + /// private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType) { randLevel = GetRandomLevelIndex(targetType); @@ -250,8 +276,11 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType) #region Reward function - // check over and get rewards - // 1 = success,2 = overtime,0 = notover + /// + /// Checks the game's end state and retrieves rewards. + /// + /// A tuple containing the game's end type, current reward, and final reward. + /// 1 = success,2 = overtime,0 = notover public (int, float, float) CheckOverAndRewards() { int endTypeInt = 0; @@ -393,7 +422,13 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType) return (endTypeInt, nowReward, endReward); } - // caulculate sceneReward if close to target then get great reward + /// + /// Calculates scene reward based on distance, granting higher rewards for being closer to the target. + /// 根据距离计算场景奖励,靠近目标则获得更高奖励。 + /// + /// The current distance. + /// Whether inside an area. + /// The reward value calculated based on distance. private float GetDistanceReward(float nowDistance, int inarea) { if (firstRewardFlag) @@ -418,7 +453,12 @@ private float GetDistanceReward(float nowDistance, int inarea) return nowSeneReward; } - // calculate kill reward base on killed enemy's position + /// + /// Calculates kill reward based on the position of the killed enemy. + /// 根据击杀的敌人位置计算击杀奖励。 + /// + /// The position of the killed enemy. + /// The reward value calculated based on the kill position. public float KillReward(Vector3 enemyPosition) { float nowKillReward = 0f; @@ -449,7 +489,12 @@ public float KillReward(Vector3 enemyPosition) return nowKillReward; } - // calculate hit reward base on killed enemy's position and now mode + /// + /// Calculates hit reward based on the position of the hit enemy and the current mode. + /// 根据击中的敌人位置和当前模式计算击中Reward。 + /// + /// The position of the hit enemy. + /// The reward value calculated based on the hit position and mode. public float HitEnemyReward(Vector3 enemyPosition) { float nowHitReward = 0f; @@ -485,7 +530,18 @@ public float HitEnemyReward(Vector3 enemyPosition) #region Play Mode Method - // Initialize Play mode + /// + /// Initializes the game in play mode. + /// 初始化游戏playMode。 + /// + /// + /// This method is used to initialize the game in play mode, + /// including setting the target type, updating target states, + /// updating UI display, moving the agent to the spawn area, + /// destroying all enemies, and scene blocks. + /// 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、 + /// 将代理移动到生成区域、销毁所有敌人和场景块。 + /// public void PlayInitialize() { targetTypeInt = (int)SceneBlockContainer.Targets.Stay; @@ -530,7 +586,11 @@ public void StayModeChange() #endregion Play Mode Method - // get target observation states + /// + /// Gets the target observation states. + /// 获取目标观测状态。 + /// + /// The target position (optional). private void UpdateTargetStates(Vector3? targetPosition = null) { // targettype, x,y,z, firebasesAreaDiameter @@ -555,7 +615,11 @@ private void UpdateTargetStates(Vector3? targetPosition = null) } } - // get in area state + /// + /// Gets the in-area state. + /// 获取是否在区域内的State + /// + /// The in-area state. public int GetInAreaState() { if (targetTypeInt == (int)SceneBlockContainer.Targets.Go) @@ -568,7 +632,12 @@ public int GetInAreaState() } } - // get random Level by target type + /// + /// Gets a random level index based on the target type. + /// 根据目标类型获取随机关卡索引。 + /// + /// The target type. + /// A random level index. public int GetRandomLevelIndex(SceneBlockContainer.Targets target) { List targetProbs; diff --git a/Assets/Script/LevelsSet.cs b/Assets/Script/LevelsSet.cs index fe6fa97..6bb8da0 100644 --- a/Assets/Script/LevelsSet.cs +++ b/Assets/Script/LevelsSet.cs @@ -1,13 +1,24 @@ using System; using UnityEngine; +/// +/// ScriptableObject for storing a collection of all level prefab sets. +/// +/// +/// This class is used to organize and initialize multiple level prefab sets. +/// [CreateAssetMenu(menuName = "All Level Prefab Set")] public class LevelsSet : ScriptableObject { public BlocksSet[] singleLevelSet; [NonSerialized] public int levelSize = 0; - // initialization + /// + /// Initialize the level collection. + /// + /// + /// This method retrieves the size of the level collection and initializes each individual level prefab set. + /// public void InitializeLevelsSet() { // get level size diff --git a/Assets/Script/SceneBlocksSet.cs b/Assets/Script/SceneBlocksSet.cs index 3a08ae8..81c2acf 100644 --- a/Assets/Script/SceneBlocksSet.cs +++ b/Assets/Script/SceneBlocksSet.cs @@ -2,6 +2,13 @@ using UnityEditor.PackageManager; using UnityEngine; +/// +/// A ScriptableObject for storing and managing various sets of scene blocks. +/// +/// +/// This class is responsible for organizing and initializing different sets of scene blocks, +/// which include levels, blocks, and their associated properties. +/// [CreateAssetMenu(menuName = "All Scene Prefab Set")] public class SceneBlocksSet : ScriptableObject { @@ -10,7 +17,10 @@ public class SceneBlocksSet : ScriptableObject private GameObject hudObj; private MessageBoxController messageBoxController; - // initialization + /// + /// Initialize the scene block set. + /// + /// The HUD object used to access the message box controller. public void InitializeSceneBlocksSet(GameObject hudObj) { this.hudObj = hudObj; @@ -22,9 +32,11 @@ public void InitializeSceneBlocksSet(GameObject hudObj) } } - #region Get Scene,Level,Prefab methods - - // get AllLevlePrefabSet by target type + /// + /// Get all level prefab sets based on the target type. + /// + /// The target type to retrieve all level prefab sets for. + /// All level prefab sets for the specified target type. public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType) { switch (targetType) @@ -49,7 +61,12 @@ public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType) } } - // get SingleLevelPrefabSet by target type and level + /// + /// Get a single level prefab set based on the target type and level. + /// + /// The target type to retrieve the level prefab set for. + /// The level to retrieve the level prefab set for. + /// The single level prefab set for the specified target type and level. public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType, int level) { if(level >= GetAllLevlePrefabSet(targetType).singleLevelSet.Length) @@ -62,7 +79,13 @@ public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType, return GetAllLevlePrefabSet(targetType).singleLevelSet[level]; } - // get prefab by target type, level and block type + /// + /// Get a prefab based on the target type, level, and block type. + /// + /// The target type to retrieve the prefab for. + /// The level to retrieve the prefab for. + /// The block type to retrieve the size information for. + /// The prefab for the specified block. public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, int blockType) { if(blockType >= GetSingleLevelPrefabSet(targetType, level).prefabs.Length) @@ -75,27 +98,36 @@ public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, i return GetSingleLevelPrefabSet(targetType, level).prefabs[blockType]; } - #endregion Get Scene,Level,Prefab methods - - #region Get Prefab Property methods - - //get level number by target type + /// + /// Get the number of levels associated with a specific target type. + /// + /// The target type to retrieve level information for. + /// The number of levels for the specified target type. public int GetLevelNumber(SceneBlockContainer.Targets targetType) { return GetAllLevlePrefabSet(targetType).singleLevelSet.Length; } - // get block number by target type and level + /// + /// Get the number of blocks associated with a specific target type and level. + /// + /// The target type to retrieve block information for. + /// The level to retrieve block information for. + /// The number of blocks for the specified target type and level. public int GetBlockNumber(SceneBlockContainer.Targets targetType, int level) { return GetSingleLevelPrefabSet(targetType, level).prefabs.Length; } - // get block size by target type and level and block type + /// + /// Get the size of a block associated with a specific target type, level, and block type. + /// + /// The target type to retrieve block size information for. + /// The level to retrieve block size information for. + /// The type of block to retrieve size information for. + /// The size of the specified block. public float GetBlockSize(SceneBlockContainer.Targets targetType, int level, int blockType) { return GetPrefab(targetType, level, blockType).GetComponent().blockSize; } - 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