Parallel environment.

delete all unuse feature for Parallel environment.
it's possible to run each single environment independent
This commit is contained in:
Koha9 2022-10-26 16:20:27 +09:00
parent 6bc1456e4b
commit ad547e4edb
32 changed files with 14121 additions and 38971 deletions

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class EnviromentUIControl : MonoBehaviour
{
public GameObject agentObj;
public TextMeshProUGUI remainTimeText;
private AgentWithGun agentScript;
// Start is called before the first frame update
void Start()
{
agentScript = agentObj.GetComponent<AgentWithGun>();
}
// Update is called once per frame
void Update()
{
int remainTime = agentScript.remainTime;
remainTimeText.text = "RemainTime:" + remainTime.ToString();
}
}

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@ -11,17 +11,24 @@
using Unity.MLAgents.Actuators;
using XCharts;
using XCharts.Runtime;
using System.Linq;
/*主要ML-Agent控制*/
public class AgentWithGun : Agent
{
public GameObject EnviromentObj;
public GameObject EnemyContainerObj;
public GameObject thisAgentObj;
public Transform thisAgent;
public Camera thisCam;
public CharacterController PlayerController;
public GameObject enemyPrefab;
public GameObject cameraChangerOBJ;
public GameObject edgeUp;
public GameObject edgeDown;
public GameObject edgeLeft;
public GameObject edgeRight;
public GameObject edgeAgent_Enemy;
[Header("Rewards")]
@ -36,7 +43,7 @@ public class AgentWithGun : Agent
[Tooltip("Episode Win reward")]
public float winRewardDefault = 10.0f;
[Tooltip("Episode Lose reward")]
public float loseRewardDefault = -10.0f;
public float loseRewardDefault = -0.05f;
[Tooltip("Enemy down reward")]
public float killRewardDefault = 5.0f;
@ -49,14 +56,6 @@ public class AgentWithGun : Agent
public bool lockCameraX = false;
public bool lockCameraY = true;
//public Vector3 startPosition = new Vector3(9, 1, 18);
public int minEnemyAreaX = -12;
public int maxEnemyAreaX = 11;
public int minEnemyAreaY = -20;
public int maxEnemyAreaY = 20;
public int minAgentAreaX = -12;
public int maxAgentAreaX = 11;
public int minAgentAreaY = -28;
public int maxAgentAreaY = -22;
[Header("GetAxis() Simulate")]
public float MoveSpeed = 2.0f;
@ -74,18 +73,18 @@ public class AgentWithGun : Agent
private int enemyKillCount = 0;
private int step = 0;
private int EP = 0;
private string LoadDirDate;
private string LoadDirTime;
private float LoadDirDateF;
private float loadDirTimeF;
public bool defaultTPCamera = true;
private bool gunReadyToggle = true;
private StartSeneData DataTransfer;
private UIController UICon;
private HistoryRecorder HistoryRec;
private RaySensors rayScript;
private CameraChange camChanger;
[System.NonSerialized] public float minEnemyAreaX;
[System.NonSerialized] public float maxEnemyAreaX;
[System.NonSerialized] public float minEnemyAreaZ;
[System.NonSerialized] public float maxEnemyAreaZ;
[System.NonSerialized] public float minAgentAreaX;
[System.NonSerialized] public float maxAgentAreaX;
[System.NonSerialized] public float minAgentAreaZ;
[System.NonSerialized] public float maxAgentAreaZ;
[System.NonSerialized] public float nonReward;
[System.NonSerialized] public float shootReward;
@ -94,98 +93,32 @@ public class AgentWithGun : Agent
[System.NonSerialized] public float winReward;
[System.NonSerialized] public float loseReward;
[System.NonSerialized] public float killReward;
[System.NonSerialized] public float saveNow = 0;
[System.NonSerialized] public int remainTime;
void Start()
private void Start()
{
try
{
// get DataTranfer
DataTransfer = GameObject.Find("StartSeneDataTransfer").GetComponent<StartSeneData>();
// Enemy Num
enemyNum = DataTransfer.EnemyNum;
rayScript = GetComponent<RaySensors>();
// give default Reward to Reward value will be used.
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
killReward = killRewardDefault;
//initialize remainTime
remainTime = (int)(timeLimit - Time.time + startTime);
// Time Limit
timeLimit = DataTransfer.Timelim;
minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f;
maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f;
minEnemyAreaZ = edgeAgent_Enemy.transform.localPosition.z + 1.0f;
maxEnemyAreaZ = edgeUp.transform.localPosition.z - 1.0f;
// get load directory.
LoadDirDate = DataTransfer.LoadDirDate;
LoadDirTime = DataTransfer.LoadDirTime;
LoadDirDateF = float.Parse(LoadDirDate);
loadDirTimeF = float.Parse(LoadDirTime);
// get Default reward.
nonRewardDefault = DataTransfer.nonReward;
shootRewardDefault = DataTransfer.shootReward;
shootWithoutReadyRewardDefault = DataTransfer.shootWithoutReadyReward;
hitRewardDefault = DataTransfer.hitReward;
killRewardDefault = DataTransfer.killReward;
winRewardDefault = DataTransfer.winReward;
loseRewardDefault = DataTransfer.loseReward;
lockMouse = DataTransfer.lockMouse;
defaultTPCamera = DataTransfer.defaultTPCamera;
// change Decision Period & Take Actions Between Decisions
transform.GetComponent<DecisionRequester>().DecisionPeriod = DataTransfer.DecisionPeriod;
transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = DataTransfer.ActionsBetweenDecisions;
}
catch (NullReferenceException)
{
// Enemy Num
enemyNum = 3;
// Time Limit
timeLimit = 30;
// get load directory.
LoadDirDate = "0";
LoadDirTime = "0";
LoadDirDateF = float.Parse(LoadDirDate);
loadDirTimeF = float.Parse(LoadDirTime);
// get Default reward.
nonRewardDefault = -0.05f;
shootRewardDefault = -0.06f;
shootWithoutReadyRewardDefault = -0.06f;
hitRewardDefault = 5.0f;
killRewardDefault = 10.0f;
winRewardDefault = 20.0f;
loseRewardDefault = -10.0f;
// change Decision Period & Take Actions Between Decisions
transform.GetComponent<DecisionRequester>().DecisionPeriod = 1;
transform.GetComponent<DecisionRequester>().TakeActionsBetweenDecisions = true;
}
finally
{
UICon = transform.GetComponent<UIController>();
HistoryRec = transform.GetComponent<HistoryRecorder>();
rayScript = GetComponent<RaySensors>();
camChanger = cameraChangerOBJ.GetComponent<CameraChange>();
// give default Reward to Reward value will be used.
nonReward = nonRewardDefault;
shootReward = shootRewardDefault;
shootWithoutReadyReward = shootWithoutReadyRewardDefault;
hitReward = hitRewardDefault;
winReward = winRewardDefault;
loseReward = loseRewardDefault;
killReward = killRewardDefault;
//initialize remainTime
remainTime = (int)(timeLimit - Time.time + startTime);
// change default camera view
if (defaultTPCamera)
{
camChanger.ShowTPSView();
}
else
{
camChanger.ShowFPSView();
}
}
minAgentAreaX = edgeLeft.transform.localPosition.x + 1.0f;
maxAgentAreaX = edgeRight.transform.localPosition.x - 1.0f;
minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f;
maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f;
}
/* ----------此Update用于debugBuild前删除或注释掉----------*/
@ -201,10 +134,10 @@ public void randomInitEnemys(int EnemyNum)
{
for (int i = 0; i < EnemyNum; i++)
{
int randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX);
int randZ = UnityEngine.Random.Range(minEnemyAreaY, maxEnemyAreaY);
float randX = UnityEngine.Random.Range(minEnemyAreaX, maxEnemyAreaX);
float randZ = UnityEngine.Random.Range(minEnemyAreaZ, maxEnemyAreaZ);
int Y = 1;
Instantiate(enemyPrefab, new Vector3(randX, Y, randZ), Quaternion.identity);
Instantiate(enemyPrefab, new Vector3(randX, Y, randZ) + EnviromentObj.transform.position, Quaternion.identity, EnemyContainerObj.transform);
}
}
@ -212,8 +145,8 @@ public void randomInitEnemys(int EnemyNum)
// randomInitAgent随机位置初始化Agent
public void randomInitAgent()
{
int randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX);
int randZ = UnityEngine.Random.Range(minAgentAreaY, maxAgentAreaY);
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX);
float randZ = UnityEngine.Random.Range(minAgentAreaZ, maxAgentAreaZ);
int Y = 1;
Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
thisAgent.localPosition = initAgentLoc;
@ -358,7 +291,6 @@ float ballistic()
Ray ray = thisCam.ScreenPointToRay(point);
RaycastHit hit;
Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
UICon.updateShootKeyViewer(shoot, gunReadyToggle);
//按下鼠标左键
if (shoot != 0 && gunReadyToggle == true)
{
@ -389,26 +321,14 @@ float ballistic()
}
}
// destroyEnemy消除除了自己以外的所有Enemy
// destroyEnemy消除EnemyContainer内所有Enemy
public void destroyAllEnemys()
{
GameObject[] EnemyGameObjs;
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
//遍历所有Enemy
foreach (GameObject EnemyObj in EnemyGameObjs)
foreach(Transform childObj in EnemyContainerObj.transform)
{
Vector3 thisEnemyPosition = EnemyObj.transform.position;
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
Vector3 MyselfPosition = thisAgent.position;
//探测到Agent为自己时的处理
if (thisEnemyPosition == MyselfPosition)
if(childObj.tag == "Enemy")
{
//Debug.Log("OH It's me");
}
else
{
Destroy(EnemyObj);
Destroy(childObj.gameObject);
}
}
}
@ -417,9 +337,7 @@ public void destroyAllEnemys()
// 1 = success,2 = overtime,0 = notover
int checkFinish()
{
GameObject[] EnemyGameObjs;
EnemyGameObjs = GameObject.FindGameObjectsWithTag("Enemy");
if (EnemyGameObjs.Length <= 1)
if (EnemyContainerObj.transform.childCount <= 0)
{
//成功击杀所有Enemy
return 1;
@ -444,9 +362,9 @@ int getEnemyNum()
//遍历所有Enemy
foreach (GameObject EnemyObj in EnemyGameObjs)
{
Vector3 thisEnemyPosition = EnemyObj.transform.position;
Vector3 thisEnemyPosition = EnemyObj.transform.localPosition;
Vector3 thisEnemyScale = EnemyObj.transform.localScale;
Vector3 MyselfPosition = thisAgent.position;
Vector3 MyselfPosition = thisAgent.localPosition;
//探测到Agent为自己时的处理
if (thisEnemyPosition == MyselfPosition)
@ -499,16 +417,12 @@ public float rewardCalculate()
public override void OnEpisodeBegin()
{
step = 0;
if (EP == 0)
{
UICon.iniChart();
}
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse
}
//iniCharts();
thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
destroyAllEnemys();
startTime = Time.time;// Reset StartTime as now time
randomInitAgent();
@ -525,7 +439,7 @@ public override void CollectObservations(VectorSensor sensor)
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
rayScript.updateRayInfo();
float[] myObserve = { thisAgent.position.x, thisAgent.position.y, thisAgent.position.z, thisAgent.rotation.w };
float[] myObserve = { thisAgent.localPosition.x, thisAgent.localPosition.y, thisAgent.localPosition.z, thisAgent.rotation.w };
float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
float[] rayDisResult = rayScript.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
//float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
@ -538,10 +452,6 @@ public override void CollectObservations(VectorSensor sensor)
//sensor.AddObservation(raySensorNum); // raySensor数量 int
gunReadyToggle = gunReady();
sensor.AddObservation(gunReadyToggle); // save gun is ready?
sensor.AddObservation(LoadDirDateF); // 用于loadModel的第一级dir
sensor.AddObservation(loadDirTimeF); // 用于loadModel的第二级dir
sensor.AddObservation(saveNow); // sent saveNow Toggle to python let agent save weights
saveNow = 0; // reset saveNow Toggle
//sensor.AddObservation(remainTime); // RemainTime int
}
@ -560,14 +470,6 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
//应用输入
shoot = mouseShoot;
HistoryRec.realTimeKeyCounter(vertical, horizontal, shoot);
(int kWCount, int kSCount, int kACount, int kDCount, int shootCount) = HistoryRec.getKeyCount();
UICon.updateRemainTime(remainTime);
UICon.updateRemainEnemy(enemyNum);
UICon.updateWASDKeyViewer(vertical, horizontal);
UICon.updateKeyCounterChart(kWCount, kSCount, kACount, kDCount, shootCount);
UICon.updateMouseMovementViewer(Mouse_X);
UICon.updateRewardViewer(nonReward, shootReward, shootWithoutReadyReward, hitReward, winReward, loseReward, killReward);
cameraControl(Mouse_X, 0);
moveAgent(vertical, horizontal);
float thisRoundReward = rewardCalculate();
@ -577,11 +479,6 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
if (finished == 1)
{
//Win Finished
HistoryRec.addRealTimeReward(winReward);
HistoryRec.EPTotalRewardsUpdate();
UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
UICon.resetStepChart();
UICon.resetCounterChat();
EP += 1;
SetReward(winReward);
Debug.Log("reward = " + winReward);
@ -590,11 +487,7 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
else if (finished == 2)
{
//Lose Finished
HistoryRec.addRealTimeReward(loseReward);
HistoryRec.EPTotalRewardsUpdate();
UICon.epUpdateChart(EP, HistoryRec.getLastEPTotalReward());
UICon.resetStepChart();
UICon.resetCounterChat();
EP += 1;
SetReward(loseReward);
Debug.Log("reward = " + loseReward);
@ -603,8 +496,6 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
else
{
// game not over yet
HistoryRec.addRealTimeReward(thisRoundReward);
UICon.stepUpdateChart(step, thisRoundReward);
step += 1;
SetReward(thisRoundReward);
Debug.Log("reward = " + thisRoundReward);

View File

@ -1,38 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraChange : MonoBehaviour
{
public Camera FPSCamera;
public Camera TPSCamera;
public GameObject AgentOBJ;
public void switchCamera()
{
if (TPSCamera.enabled && !FPSCamera.enabled)
{
ShowFPSView();
}else if(FPSCamera.enabled && !TPSCamera.enabled)
{
ShowTPSView();
}
else
{
ShowFPSView();
}
}
public void ShowTPSView()
{
TPSCamera.enabled = true;
FPSCamera.enabled = false;
AgentOBJ.GetComponent<RaySensors>().showInGameRay = true;
}
public void ShowFPSView()
{
FPSCamera.enabled = true;
TPSCamera.enabled = false;
AgentOBJ.GetComponent<RaySensors>().showInGameRay = false;
}
}

View File

@ -1,11 +0,0 @@
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@ -1,114 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/*??????????????*/
public class HistoryRecorder : MonoBehaviour
{
private List<float> realTimeReward = new List<float> ();
private List<float> EPTotalRewards = new List<float> ();
private List<int> EPTotalShootCount = new List<int> ();
private int realTimeWKeyCount = 0;
private int realTimeAKeyCount = 0;
private int realTimeSKeyCount = 0;
private int realTimeDKeyCount = 0;
private int realTimeShootCount = 0;
// add Record History -----------------------------
public void addRealTimeReward(float reward)
{
realTimeReward.Add(reward);
}
public void addEPTotalRewards(float EPTotalReward)
{
EPTotalRewards.Add(EPTotalReward);
}
public void addEPTotalShootCount(int TotalShootCount)
{
EPTotalShootCount.Add(TotalShootCount);
}
public void realTimeKeyCounter(int vertical, int horizontal, int shoot)
{
if (vertical == 1)
{
realTimeWKeyCount += 1;
}
else if (vertical == -1)
{
realTimeSKeyCount += 1;
}
if (horizontal == 1)
{
realTimeDKeyCount += 1;
}
else if (horizontal == -1)
{
realTimeAKeyCount += 1;
}
if (shoot == 1)
{
realTimeShootCount += 1;
}
}
// math job---------------------------------------
// delete RealTimeReward item
public void resetRealTimeReward()
{
realTimeReward.Clear();
}
// set all realTimeKeyCount to 0
public void resetrealTimeKeyCounter()
{
realTimeAKeyCount = 0;
realTimeDKeyCount = 0;
realTimeWKeyCount = 0;
realTimeSKeyCount = 0;
realTimeShootCount = 0;
}
// calc RealTimeReward's Average and Add to EPTotalRewards
public void EPTotalRewardsUpdate()
{
float EPSumRealTimeReward = getSumRealTimeReward();
resetRealTimeReward();
addEPTotalRewards(EPSumRealTimeReward);
}
// get Record History -----------------------------
// get EPTotalReward List
public List<float> getEPTotalReward()
{
return (EPTotalRewards);
}
// get EPTotalShootCount List
public List<int> getEPTotalShootCount()
{
return (EPTotalShootCount);
}
// get RealTimeReward's Mean
public float getMeanRealTimeReward()
{
return (realTimeReward.Average());
}
// get RealTimeReward's Sum
public float getSumRealTimeReward()
{
return realTimeReward.Sum();
}
// get LastEPTotalReward last item
public float getLastEPTotalReward()
{
return (EPTotalRewards.Last());
}
//get KeyCount
public (int w,int s,int a,int d,int shoot) getKeyCount()
{
return (realTimeWKeyCount, realTimeSKeyCount, realTimeAKeyCount, realTimeDKeyCount, realTimeShootCount);
}
}

View File

@ -1,81 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InGameMessages : MonoBehaviour
{
public GameObject MessageBox; // scrollView contents
public GameObject TextPrefab; // TextPrefab
public int maxMassages = 25;
public Color infoColor = Color.white;
public Color successColor = Color.green;
public Color errorColor = Color.red;
public Color warningColor = Color.yellow;
[System.NonSerialized]List<Message> messageList = new List<Message>();
public void SendMessagetoBox(string text,Message.MessageType messageType = Message.MessageType.info)
{
if (messageList.Count > maxMassages)
{
// keep mesages under maxMassages
Destroy(messageList[0].textOBJ.gameObject);
messageList.Remove(messageList[0]);
}
// add timestamp
string date = "[" + DateTime.Now.ToString("MMdd_hh:mm:ss") + "] ";
text = date + text;
Message newMessage = new Message();
newMessage.text = text;
GameObject newText = Instantiate(TextPrefab, MessageBox.transform);
newMessage.textOBJ = newText.GetComponent<Text>();
newMessage.textOBJ.text = newMessage.text;
newMessage.textOBJ.color = MessageTypeColor(messageType);
messageList.Add(newMessage);
}
// parse messageType to Color
Color MessageTypeColor(Message.MessageType messageType)
{
Color thisColor = infoColor;
switch (messageType)
{
case Message.MessageType.info:
thisColor = infoColor;
break;
case Message.MessageType.success:
thisColor = successColor;
break;
case Message.MessageType.error:
thisColor = errorColor;
break;
case Message.MessageType.warnning:
thisColor = warningColor;
break;
}
return thisColor;
}
}
// Message Class
[System.Serializable]
public class Message
{
public string text;
public Text textOBJ;
public MessageType messageType;
public enum MessageType
{
info,
success,
error,
warnning
}
}

View File

@ -1,11 +0,0 @@
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@ -1,43 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeEnemyNumChanger : MonoBehaviour
{
public GameObject Agent;
public InputField enemyNumInputField;
public Text enemyNumPlaceholder;
public void EnemyChangeBTPresses()
{
AgentWithGun agentWithGun = Agent.GetComponent<AgentWithGun>();
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
int enemyNum = Math.Abs(int.Parse(enemyNumInputField.GetComponent<InputField>().text));
if (enemyNumInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
enemyNumPlaceholder.color = Color.red;
enemyNumPlaceholder.text = "Wrong Type!";
enemyNumInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong enemyNum Type!", Message.MessageType.error);
}
else if (enemyNumInputField.GetComponent<InputField>().text == "")
{
// empty chara
enemyNumPlaceholder.color = Color.gray;
enemyNumPlaceholder.text = "nonR";
}
else
{
// good to go~
enemyNumPlaceholder.color = Color.gray;
enemyNumPlaceholder.text = "nonR";
agentWithGun.enemyNum = enemyNum;
enemyNumInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox($"Enemy Num = {enemyNum} add Success. Valid in the next round.", Message.MessageType.success);
}
}
}

View File

@ -1,11 +0,0 @@
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@ -1,234 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeRewardChanger : MonoBehaviour
{
public GameObject Agent;
public InputField nonRInputField;
public InputField shootRInputField;
public InputField shootWithoutReadyRInputField;
public InputField hitRInputField;
public InputField killRInputField;
public InputField winRInputField;
public InputField loseRInputField;
public Text nonRPlaceholder;
public Text shootRPlaceholder;
public Text shootWithoutReadyRPlaceholder;
public Text hitRPlaceholder;
public Text killRPlaceholder;
public Text winRPlaceholder;
public Text loseRPlaceholder;
private void Start()
{
}
public void nonRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (nonRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
nonRPlaceholder.color = Color.red;
nonRPlaceholder.text = "Wrong Type!";
nonRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}else if (nonRInputField.GetComponent<InputField>().text == "")
{
// empty chara
nonRPlaceholder.color = Color.gray;
nonRPlaceholder.text = "nonR";
}
else
{
// good to go~
nonRPlaceholder.color = Color.gray;
nonRPlaceholder.text = "nonR";
string reward = nonRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().nonReward = float.Parse(reward);
nonRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward nonR change Success",Message.MessageType.success);
}
}
public void shootRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (shootRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
shootRPlaceholder.color = Color.red;
shootRPlaceholder.text = "Wrong Type!";
shootRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
else if (shootRInputField.GetComponent<InputField>().text == "")
{
// empty chara
shootRPlaceholder.color = Color.gray;
shootRPlaceholder.text = "shootR";
}
else
{
// good to go~
shootRPlaceholder.color = Color.gray;
shootRPlaceholder.text = "shootR";
string reward = shootRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().shootReward = float.Parse(reward);
shootRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward shootR change Success",Message.MessageType.success);
}
}
public void shootWithoutReadyRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (shootWithoutReadyRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
shootWithoutReadyRPlaceholder.color = Color.red;
shootWithoutReadyRPlaceholder.text = "Wrong Type!";
shootWithoutReadyRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
else if (shootWithoutReadyRInputField.GetComponent<InputField>().text == "")
{
// empty chara
shootWithoutReadyRPlaceholder.color = Color.gray;
shootWithoutReadyRPlaceholder.text = "SWORR";
}
else
{
// good to go~
shootWithoutReadyRPlaceholder.color = Color.gray;
shootWithoutReadyRPlaceholder.text = "SWORR";
string reward = shootWithoutReadyRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().shootWithoutReadyReward = float.Parse(reward);
shootWithoutReadyRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward SWORR change Success",Message.MessageType.success);
}
}
public void hitRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (hitRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
hitRPlaceholder.color = Color.red;
hitRPlaceholder.text = "Wrong Type!";
hitRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
else if (hitRInputField.GetComponent<InputField>().text == "")
{
// empty chara
hitRPlaceholder.color = Color.gray;
hitRPlaceholder.text = "hitR";
}
else
{
// good to go~
hitRPlaceholder.color = Color.gray;
hitRPlaceholder.text = "hitR";
string reward = hitRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().hitReward = float.Parse(reward);
hitRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward hitR change Success",Message.MessageType.success);
}
}
public void killRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (killRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
killRPlaceholder.color = Color.red;
killRPlaceholder.text = "Wrong Type!";
killRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
else if (killRInputField.GetComponent<InputField>().text == "")
{
// empty chara
killRPlaceholder.color = Color.gray;
killRPlaceholder.text = "killR";
}
else
{
// good to go~
killRPlaceholder.color = Color.gray;
killRPlaceholder.text = "killR";
string reward = killRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().killReward = float.Parse(reward);
killRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward killR change Success",Message.MessageType.success);
}
}
public void winRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (winRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
winRPlaceholder.color = Color.red;
winRPlaceholder.text = "Wrong Type!";
winRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
else if (winRInputField.GetComponent<InputField>().text == "")
{
// empty chara
winRPlaceholder.color = Color.gray;
winRPlaceholder.text = "winR";
}
else
{
// good to go~
winRPlaceholder.color = Color.gray;
winRPlaceholder.text = "winR";
string reward = winRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().winReward = float.Parse(reward);
winRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward winR change Success", Message.MessageType.success);
}
}
public void loseRBTPresses()
{
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
if (loseRInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
loseRPlaceholder.color = Color.red;
loseRPlaceholder.text = "Wrong Type!";
loseRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong Reward Type!", Message.MessageType.error);
}
else if (loseRInputField.GetComponent<InputField>().text == "")
{
// empty chara
loseRPlaceholder.color = Color.gray;
loseRPlaceholder.text = "loseR";
}
else
{
// good to go~
loseRPlaceholder.color = Color.gray;
loseRPlaceholder.text = "loseR";
string reward = loseRInputField.GetComponent<InputField>().text;
Agent.GetComponent<AgentWithGun>().loseReward = float.Parse(reward);
loseRInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Reward loseR change Success",Message.MessageType.success);
}
}
}

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@ -1,54 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeTimeLimitChanger : MonoBehaviour
{
public GameObject Agent;
public InputField TimeLimInputField;
public Text TimeLimPlaceholder;
public void BTPressed()
{
AgentWithGun agentWithGun = Agent.GetComponent<AgentWithGun>();
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
int timeLimit = Math.Abs(int.Parse(TimeLimInputField.GetComponent<InputField>().text));
if (TimeLimInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
TimeLimPlaceholder.color = Color.red;
TimeLimPlaceholder.text = "Wrong Type!";
TimeLimInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong timeLimit Type!", Message.MessageType.error);
}
else if (TimeLimInputField.GetComponent<InputField>().text == "")
{
// empty chara
TimeLimPlaceholder.color = Color.gray;
TimeLimPlaceholder.text = "TimeLim";
}
else
{
int remainTime = agentWithGun.remainTime;
// make sure new timeLimit is greater than remainTime;
if (timeLimit <= remainTime)
{
TimeLimPlaceholder.color = Color.red;
TimeLimPlaceholder.text = "Error";
messenger.SendMessagetoBox($"New time should greater than remainTime({remainTime})",Message.MessageType.error);
}
else
{
// good to go~
TimeLimPlaceholder.color = Color.gray;
TimeLimPlaceholder.text = "TimeLim";
agentWithGun.timeLimit = timeLimit;
TimeLimInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox($"Time Limit changed to {timeLimit}",Message.MessageType.success);
}
}
}
}

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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SaveWeightsButton : MonoBehaviour
{
public GameObject Agent;
public void onButtonClicked()
{
// set saveNow to active.
Agent.GetComponent<AgentWithGun>().saveNow = 1;
}
}

View File

@ -1,11 +0,0 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using XCharts.Runtime;
/*????UI*/
public class UIController : MonoBehaviour
{
[Header("Key Viewer")]
public int updateStep = 600;
public Text upText;
public Text downText;
public Text leftText;
public Text rightText;
public Text shootText;
public Text MouseText;
public Text remainTimeText;
public Text remainEnemyText;
public Image mouseVisualizationBG;
public Image mouseVisualizationMeter;
[Header("Reward Viewer")]
public Text nonRewardText;
public Text shootRewardText;
public Text shootWithoutReadyRewardText;
public Text hitRewardText;
public Text winRewardText;
public Text loseRewardText;
public Text killRewardText;
[Header("X_Charts")]
public GameObject realTimeRewardChartOBJ;
public GameObject realTimeKeyCounterChartOBJ;
public GameObject EPTotalRewardsChartOBJ;
[Header("Other Para")]
public float mouseMaxMovement = 15;
private LineChart realTimeRewardChart;
private BarChart realTimeKeyCounterChart;
private LineChart EPTotalRewardsChart;
//-----------RewardViewer--------
public void updateRewardViewer(float nonReward, float shootReward, float shootWithoutReadyReward, float hitReward, float winReward, float loseReward, float killReward)
{
nonRewardText.text = Convert.ToString(nonReward);
shootRewardText.text = Convert.ToString(shootReward);
shootWithoutReadyRewardText.text = Convert.ToString(shootWithoutReadyReward);
hitRewardText.text = Convert.ToString(hitReward);
winRewardText.text = Convert.ToString(winReward);
loseRewardText.text = Convert.ToString(loseReward);
killRewardText.text = Convert.ToString(killReward);
}
//------------RemainTime----------
public void updateRemainTime(int remainTime)
{
remainTimeText.text = Convert.ToString(remainTime);
}
//------------RemainEnemy---------
public void updateRemainEnemy(int enemyNum)
{
remainEnemyText.text = Convert.ToString(enemyNum);
}
//------------Key Viewer----------
public void updateWASDKeyViewer(int vertical,int horizontal)
{
if (vertical == 1)
{
upText.color = Color.red;
downText.color = Color.black;
}
else if (vertical == -1)
{
downText.color = Color.red;
upText.color = Color.black;
}
else
{
downText.color = Color.black;
upText.color = Color.black;
}
if (horizontal == 1)
{
rightText.color = Color.red;
leftText.color = Color.black;
}
else if (horizontal == -1)
{
leftText.color = Color.red;
rightText.color = Color.black;
}
else
{
downText.color = Color.black;
upText.color = Color.black;
}
}
public void updateShootKeyViewer(int shoot,bool isGunReady)
{
if(shoot != 0 && isGunReady == true)
{
shootText.color = Color.red;
}
else if(shoot != 0 && isGunReady == false)
{
shootText.color = Color.yellow;
}
else
{
shootText.color = Color.black;
}
}
public void updateMouseMovementViewer(float Mouse_x)
{
MouseText.text = Mouse_x.ToString();
float mouseBGWidth = mouseVisualizationBG.GetComponent<RectTransform>().sizeDelta.x;
float mouseBGPosX = mouseVisualizationBG.GetComponent<RectTransform>().position.x;
float mouseBGPosY = mouseVisualizationBG.GetComponent<RectTransform>().position.y;
float mouseMeterWidth = mouseBGWidth * Mouse_x / mouseMaxMovement;
float mouseMeterPositionOffset = mouseMeterWidth / 2;
mouseVisualizationMeter.rectTransform.sizeDelta = new Vector2(Math.Abs(mouseMeterWidth),mouseVisualizationMeter.GetComponent<RectTransform>().sizeDelta.y);
mouseVisualizationMeter.rectTransform.position = new Vector3(mouseBGPosX + mouseMeterPositionOffset, mouseBGPosY, 0);
}
// ------------X Chart------------
// Initialize Chart UI
public void iniChart()
{
realTimeRewardChart = realTimeRewardChartOBJ.GetComponent<LineChart>();
resetStepChart();
realTimeKeyCounterChart = realTimeKeyCounterChartOBJ.GetComponent<BarChart>();
resetCounterChat();
EPTotalRewardsChart = EPTotalRewardsChartOBJ.GetComponent<LineChart>();
resetEPChart();
}
// Resert------------
// reset setp by setp update Chart
public void resetStepChart()
{
realTimeRewardChart.RemoveData();
realTimeRewardChart.AddSerie<Line>("RealTimeRewardChart");
}
// reset keyCounter Chart
public void resetCounterChat()
{
realTimeKeyCounterChart.RemoveData();
realTimeKeyCounterChart.AddSerie<Bar>("RealTimeKeyCounterChart");
realTimeKeyCounterChart.AddXAxisData("W");
realTimeKeyCounterChart.AddXAxisData("S");
realTimeKeyCounterChart.AddXAxisData("A");
realTimeKeyCounterChart.AddXAxisData("D");
realTimeKeyCounterChart.AddXAxisData("Pew");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "W");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "S");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "A");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "D");
realTimeKeyCounterChart.AddData("RealTimeKeyCounterChart", 0, "Pew");
}
// reset EP by EP update Chart
public void resetEPChart()
{
EPTotalRewardsChart.RemoveData();
EPTotalRewardsChart.AddSerie<Line>("EPTotalRewardsChart");
}
// Update------------
// update setp by setp update Type Chart
public void stepUpdateChart(int step, float reward)
{
if(step % updateStep == 0)
{
resetStepChart();
}
realTimeRewardChart.AddXAxisData(Convert.ToString(step));
realTimeRewardChart.AddData(0,reward);
}
// update KeyCounter chart
public void updateKeyCounterChart(int kWCount, int kSCount, int kACount, int kDCount,int shootCount)
{
realTimeKeyCounterChart.UpdateData(0, 0, kWCount);
realTimeKeyCounterChart.UpdateData(0, 1, kSCount);
realTimeKeyCounterChart.UpdateData(0, 2, kACount);
realTimeKeyCounterChart.UpdateData(0, 3, kDCount);
realTimeKeyCounterChart.UpdateData(0, 4, shootCount);
}
// update EP by EP update Type Chart
public void epUpdateChart(int EP,float totalReward)
{
EPTotalRewardsChart.AddXAxisData(Convert.ToString(EP));
EPTotalRewardsChart.AddData(0,totalReward);
}
}

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