From 71f26874225fa24deb9f6a9a82424764379bc2c4 Mon Sep 17 00:00:00 2001 From: Koha9 Date: Tue, 7 Mar 2023 17:29:47 +0900 Subject: [PATCH] =?UTF-8?q?V2.9=20=E5=8F=96=E6=B6=88=E5=BD=92=E4=B8=80?= =?UTF-8?q?=E5=8C=96=EF=BC=8C=E8=BF=BD=E5=8A=A0StateUI=EF=BC=8C=E6=94=B9?= =?UTF-8?q?=E8=BF=9B=E4=BB=A3=E7=A0=81?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 取消坐标归一化,朝向归一化算法改为transform.eulerAngles.y / 36f --- Assets/ML-Agents/Timers/InGame_timers.json | 2 +- Assets/Scenes/InGame.unity | 60210 +++++++++-------- Assets/Script/InGame/AgentWithGun.cs | 33 +- Assets/Script/InGame/EnvironmentUIControl.cs | 38 + Assets/Script/InGame/TargetController.cs | 9 +- UserSettings/Layouts/default-2021.dwlt | 148 +- 6 files changed, 30806 insertions(+), 29634 deletions(-) diff --git a/Assets/ML-Agents/Timers/InGame_timers.json b/Assets/ML-Agents/Timers/InGame_timers.json index 6b4a0d7..ee7ef86 100644 --- a/Assets/ML-Agents/Timers/InGame_timers.json +++ 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hudController; + // observation + float[] myObserve = new float[4]; + float[] rayTagResult; + float[] rayTagResultOnehot; + float[] rayDisResult; + float[] targetStates; + float remainTime; + float inAreaState; + [System.NonSerialized] public int finishedState; private void Start() @@ -438,19 +447,26 @@ public override void CollectObservations(VectorSensor sensor) { //List enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances //List enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances - - float[] myObserve = { transform.localPosition.x/raySensors.viewDistance, transform.localPosition.y / raySensors.viewDistance, transform.localPosition.z / raySensors.viewDistance, transform.eulerAngles.y/360f }; - float[] rayTagResult = raySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1) - float[] rayTagResultOnehot = raySensors.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List[](raySensorNum*Tags,1) - float[] rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1) - float[] targetStates = targetCon.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter - float remainTime = targetCon.leftTime; + /**myObserve[0] = transform.localPosition.x / raySensors.viewDistance; + myObserve[1] = transform.localPosition.y / raySensors.viewDistance; + myObserve[2] = transform.localPosition.z / raySensors.viewDistance; + myObserve[3] = transform.eulerAngles.y / 360f;**/ + myObserve[0] = transform.localPosition.x; + myObserve[1] = transform.localPosition.y; + myObserve[2] = transform.localPosition.z; + myObserve[3] = transform.eulerAngles.y / 36f; + rayTagResult = raySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1) + rayTagResultOnehot = raySensors.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List[](raySensorNum*Tags,1) + rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1) + targetStates = targetCon.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter + remainTime = targetCon.leftTime; + inAreaState = targetCon.getInAreaState(); gunReadyToggle = gunReady(); //float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z //sensor.AddObservation(allEnemyNum); // 敌人数量 int sensor.AddObservation(targetStates);// (6) targettype, target x,y,z, firebasesAreaDiameter - sensor.AddObservation(targetCon.getInAreaState()); // (1) + sensor.AddObservation(inAreaState); // (1) sensor.AddObservation(remainTime); // (1) sensor.AddObservation(gunReadyToggle); //(1) save gun is ready? sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1) @@ -463,6 +479,7 @@ public override void CollectObservations(VectorSensor sensor) sensor.AddObservation(rayTagResult); } sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1) + EnvUICon.updateStateText(targetStates, inAreaState, remainTime, gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult); /*foreach(float aaa in rayDisResult) { Debug.Log(aaa); diff --git a/Assets/Script/InGame/EnvironmentUIControl.cs b/Assets/Script/InGame/EnvironmentUIControl.cs index 1c19b8e..497d6da 100644 --- a/Assets/Script/InGame/EnvironmentUIControl.cs +++ b/Assets/Script/InGame/EnvironmentUIControl.cs @@ -1,6 +1,7 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Text; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -16,9 +17,11 @@ public class EnvironmentUIControl : MonoBehaviour public TextMeshProUGUI remainTimeText; public TextMeshProUGUI targetTypeText; public TextMeshProUGUI winLoseText; + public TextMeshProUGUI stateText; public float resultTimeout = 1f; public GameObject gaugeImgObj; + private StringBuilder stateBuilder = new StringBuilder(); private LineChart realTimeRewardChart = null; private TargetController targetController; private ParameterContainer paramContainer; @@ -153,4 +156,39 @@ public void updateTargetType(int targetInt) break; } } + + // update state text + // public TextMeshProUGUI stateText; + // targetState[0] = targetTypeInt; + // targetState[1] = targetPosition.x / raySensors.viewDistance; // normalization + // targetState[2] = targetPosition.y / raySensors.viewDistance; + // targetState[3] = targetPosition.z / raySensors.viewDistance; + // targetState[4] = blockCont.thisBlock.firebasesAreaDiameter / raySensors.viewDistance; + // targetState[5] = blockCont.thisBlock.belongRatio; + // float[] myObserve = { transform.localPosition.x/raySensors.viewDistance, transform.localPosition.y / raySensors.viewDistance, transform.localPosition.z / raySensors.viewDistance, transform.eulerAngles.y/360f } + // ??????????string??"targetType: 1.0 \r\n targetX: 2.0 \r\n" + public void updateStateText(float[] targetStates,float inAreaState,float remainTime, bool gunReadyToggle, float[] myObserve, float[] rayTagResultOnehot, float[] rayDisResult) + { + stateBuilder.Clear(); + + stateBuilder.Append($"States:\r\nTType:{targetStates[0]}"); + stateBuilder.Append("\r\nTPosition:"); + stateBuilder.Append(targetStates[1]).Append(targetStates[2]).Append(targetStates[3]); + stateBuilder.Append("\r\nTDiameter:"); + stateBuilder.Append(targetStates[4]); + stateBuilder.Append("\r\nTRatio:"); + stateBuilder.Append(targetStates[5]); + stateBuilder.Append("\r\nInArea:"); + stateBuilder.Append(inAreaState); + stateBuilder.Append("\r\nRemainTime:"); + stateBuilder.Append(remainTime); + stateBuilder.Append("\r\nGunReady:"); + stateBuilder.Append(gunReadyToggle); + stateBuilder.Append("\r\nMyPosition:"); + stateBuilder.Append(myObserve[0]).Append(myObserve[1]).Append(myObserve[2]); + stateBuilder.Append("\r\nMyRotation:"); + stateBuilder.Append(myObserve[3]); + + stateText.text = stateBuilder.ToString(); + } } diff --git a/Assets/Script/InGame/TargetController.cs b/Assets/Script/InGame/TargetController.cs index 2c131be..98bf80c 100644 --- a/Assets/Script/InGame/TargetController.cs +++ b/Assets/Script/InGame/TargetController.cs @@ -209,9 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