change Ray Tag result as Onehot, Observation State: -targetStates 6 -inTargetArea 1 -remainTime 1 -gunReady 1 -my Obs 4 -tag onehot 19*2 -tag dis 19
586 lines
22 KiB
C#
586 lines
22 KiB
C#
using System;
|
||
using System.Reflection;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
|
||
using UnityEngine;
|
||
using UnityEngine.UI;
|
||
using UnityEditor;
|
||
using Unity.MLAgents;
|
||
using Unity.MLAgents.Sensors;
|
||
using Unity.MLAgents.Actuators;
|
||
using System.Linq;
|
||
using System.Drawing;
|
||
using Color = UnityEngine.Color;
|
||
using static TargetController;
|
||
|
||
/*TODO:
|
||
√tag 攻击排他
|
||
√通用HP 系统
|
||
环境tag修正?
|
||
以tag重置环境修正
|
||
Agent死亡时待机处理*/
|
||
|
||
public class AgentWithGun : Agent
|
||
{
|
||
public GameObject ParameterContainerObj;
|
||
public GameObject EnvironmentObj;
|
||
public GameObject EnemyContainerObj;
|
||
public GameObject SceneBlockContainerObj;
|
||
public GameObject EnvironmentUIControlObj;
|
||
public GameObject TargetControllerObj;
|
||
public GameObject HUDObj;
|
||
public Camera thisCam;
|
||
|
||
[Header("GetAxis() Simulate")]
|
||
public float MoveSpeed = 2.0f;
|
||
public float vX = 0f;
|
||
public float vZ = 0f;
|
||
public float acceleration = 0.1f; // 加速度
|
||
public float mouseXSensitivity = 100;
|
||
public float mouseYSensitivity = 200;
|
||
public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
|
||
|
||
[Header("Env")]
|
||
public bool oneHotRayTag = true;
|
||
private List<float> spinRecord = new List<float>();
|
||
private bool lockMouse;
|
||
private float Damage;
|
||
private float fireRate;
|
||
private int enemyNum;
|
||
private bool lockCameraX;
|
||
private bool lockCameraY;
|
||
|
||
// environment
|
||
private int shoot = 0;
|
||
private float lastShootTime = 0.0f;
|
||
private int enemyKillCount = 0;
|
||
private Vector3 killEnemyPosition;
|
||
private int step = 0;
|
||
private int EP = 0;
|
||
public bool defaultTPCamera = true;
|
||
private bool gunReadyToggle = true;
|
||
private string myTag = "";
|
||
private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
|
||
// scripts
|
||
private RaySensors rayScript;
|
||
private CharacterController PlayerController;
|
||
private EnvironmentUIControl EnvUICon;
|
||
private ParameterContainer paramContainer;
|
||
private SceneBlockContainer blockContainer;
|
||
private EnemyContainer eneContainer;
|
||
private TargetController targetCon;
|
||
private HUDController hudController;
|
||
|
||
[System.NonSerialized] public int finishedState;
|
||
|
||
private void Start()
|
||
{
|
||
paramContainer = ParameterContainerObj.GetComponent<ParameterContainer>();
|
||
eneContainer = EnemyContainerObj.GetComponent<EnemyContainer>();
|
||
blockContainer = SceneBlockContainerObj.GetComponent<SceneBlockContainer>();
|
||
EnvUICon = EnvironmentUIControlObj.GetComponent<EnvironmentUIControl>();
|
||
targetCon = TargetControllerObj.GetComponent<TargetController>();
|
||
hudController = HUDObj.GetComponent<HUDController>();
|
||
rayScript = GetComponent<RaySensors>();
|
||
PlayerController = this.transform.GetComponent<CharacterController>();
|
||
// Environment parameters
|
||
lockMouse = paramContainer.lockMouse;
|
||
Damage = paramContainer.Damage;
|
||
fireRate = paramContainer.fireRate;
|
||
enemyNum = hudController.enemyNum;
|
||
lockCameraX = paramContainer.lockCameraX;
|
||
lockCameraY = paramContainer.lockCameraY;
|
||
//initialize remainTime
|
||
// this agent's tag
|
||
myTag = gameObject.tag;
|
||
}
|
||
|
||
/* ----------此Update用于debug,Build前删除或注释掉!----------*/
|
||
/*void Update()
|
||
{
|
||
//Debug.Log(RaySensors.rayTagResult[0]);
|
||
}*/
|
||
/* ----------此Update用于debug,Build前删除或注释掉!----------*/
|
||
|
||
// ------------动作处理--------------
|
||
// moveAgent 用于模拟Input.GetAxis移动
|
||
public void moveAgent(int vertical, int horizontal)
|
||
{
|
||
Vector3 thisMovement;
|
||
|
||
if (horizontal != 0)//当按下按键(水平方向)
|
||
{
|
||
if (vX < MoveSpeed && vX > -MoveSpeed)//当前速度小于最大速度
|
||
{
|
||
vX += (float)horizontal * acceleration;//增加加速度
|
||
}
|
||
else
|
||
{
|
||
//防止在一瞬间切换输入时速度仍保持不变
|
||
if ((vX * horizontal) > 0)//输入与当前速度方向同向
|
||
{
|
||
vX = (float)horizontal * MoveSpeed; //限制最大速度
|
||
}
|
||
else
|
||
{
|
||
vX += (float)horizontal * acceleration;//增加加速度
|
||
}
|
||
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (Math.Abs(vX) > 0.001)
|
||
{
|
||
vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
|
||
}
|
||
else
|
||
{
|
||
vX = 0;
|
||
}
|
||
}
|
||
|
||
if (vertical != 0)//当按下按键(垂直方向)
|
||
{
|
||
if (vZ < MoveSpeed && vZ > -MoveSpeed)//当前速度小于最大速度
|
||
{
|
||
vZ += (float)vertical * acceleration;//增加加速度
|
||
}
|
||
else
|
||
{
|
||
if ((vZ * vertical) > 0)//输入与当前速度方向同向
|
||
{
|
||
vZ = (float)vertical * MoveSpeed; //限制最大速度
|
||
}
|
||
else
|
||
{
|
||
vZ += (float)vertical * acceleration;//增加加速度
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (Math.Abs(vZ) > 0.001)
|
||
{
|
||
vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
|
||
}
|
||
else
|
||
{
|
||
vZ = 0;
|
||
}
|
||
}
|
||
thisMovement = (transform.forward * vZ + transform.right * vX) * MoveSpeed;
|
||
//PlayerController下的.Move为实现物体运动的函数
|
||
//Move()括号内放入一个Vector3类型的量,本例中为Player_Move
|
||
PlayerController.Move(thisMovement * Time.deltaTime);
|
||
// update Key Viewer
|
||
}
|
||
|
||
// ------------动作处理--------------
|
||
// cameraControl 用于控制Agent视角转动
|
||
public void cameraControl(float Mouse_X, float Mouse_Y)
|
||
{
|
||
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
|
||
//Debug.Log(Input.GetAxis("Mouse X"));
|
||
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
|
||
if (lockCameraX)
|
||
{
|
||
Mouse_X = 0;
|
||
}
|
||
if (lockCameraY)
|
||
{
|
||
Mouse_Y = 0;
|
||
}
|
||
yRotation = yRotation - Mouse_Y;
|
||
//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
|
||
//当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
|
||
//当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
|
||
//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
|
||
|
||
//limit UP DOWN between -90 -> 90
|
||
yRotation = Mathf.Clamp(yRotation, -90f, 90f);
|
||
|
||
|
||
//相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
|
||
transform.Rotate(Vector3.up * Mouse_X);
|
||
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
|
||
//即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小
|
||
|
||
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
|
||
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
|
||
thisCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
|
||
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
|
||
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
|
||
//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
|
||
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
|
||
}
|
||
|
||
// GotKill 获得击杀时用于被呼出
|
||
public void killRecord(Vector3 thiskillEnemyPosition)
|
||
{
|
||
enemyKillCount += 1;
|
||
killEnemyPosition = thiskillEnemyPosition;
|
||
}
|
||
|
||
// check gun is ready to shoot
|
||
bool gunReady()
|
||
{
|
||
if ((Time.time - lastShootTime) >= fireRate)
|
||
{
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// ballistic 射击弹道处理,并返回获得reward
|
||
float ballistic()
|
||
{
|
||
Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
|
||
Ray ray = thisCam.ScreenPointToRay(point);
|
||
RaycastHit hit;
|
||
// Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
|
||
//按下鼠标左键
|
||
if (shoot != 0 && gunReadyToggle == true)
|
||
{
|
||
|
||
lastShootTime = Time.time;
|
||
if (Physics.Raycast(ray, out hit, 100))
|
||
{
|
||
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
|
||
{
|
||
// kill enemy
|
||
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
|
||
gotHitObj.GetComponent<states>().ReactToHit(Damage, gameObject);
|
||
shoot = 0;
|
||
return targetCon.hitEnemyReward(gotHitObj.transform.position);
|
||
}
|
||
}
|
||
if (targetCon.targetTypeInt == (int)TargetController.Targets.Attack)
|
||
{
|
||
// while if attack mode
|
||
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
|
||
if (targetDis <= rayScript.viewDistance)
|
||
{
|
||
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
|
||
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position) <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
|
||
{
|
||
// im shooting at target but didn't hit enemy
|
||
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
|
||
return paramContainer.shootTargetAreaReward;
|
||
}
|
||
}
|
||
}
|
||
shoot = 0;
|
||
return paramContainer.shootReward;
|
||
}
|
||
else if (shoot != 0 && gunReadyToggle == false)
|
||
{
|
||
// shoot without ready
|
||
shoot = 0;
|
||
return paramContainer.shootWithoutReadyReward;
|
||
}
|
||
else
|
||
{
|
||
// do not shoot
|
||
shoot = 0;
|
||
return paramContainer.nonReward;
|
||
}
|
||
}
|
||
|
||
float facingReward()
|
||
{
|
||
float thisReward = 0;
|
||
bool isFacingtoEnemy = false;
|
||
float enemyFacingDistance = 0f;
|
||
Ray ray = thisCam.ScreenPointToRay(new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0));
|
||
if (targetCon.targetTypeInt == (int)TargetController.Targets.Free)
|
||
{
|
||
//free mode
|
||
RaycastHit hit;
|
||
if (Physics.Raycast(ray, out hit, 100))
|
||
{
|
||
// facing to an enemy
|
||
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
|
||
{
|
||
thisReward = paramContainer.facingReward;
|
||
isFacingtoEnemy = true;
|
||
}
|
||
}
|
||
if (rayScript.inViewEnemies.Count > 0 && !isFacingtoEnemy) {
|
||
// have enemy in view
|
||
List<float> projectionDis = new List<float>();
|
||
foreach (GameObject thisEnemy in rayScript.inViewEnemies)
|
||
{
|
||
// for each enemy in view
|
||
Vector3 projection = Vector3.Project(thisEnemy.transform.position - transform.position, (ray.direction * 10));
|
||
Vector3 verticalToRay = transform.position + projection - thisEnemy.transform.position;
|
||
projectionDis.Add(verticalToRay.magnitude);
|
||
// Debug.Log("enemy!" + verticalToRay.magnitude);
|
||
// Debug.DrawRay(transform.position, (ray.direction * 100), Color.cyan);
|
||
// Debug.DrawRay(transform.position, thisEnemy.transform.position - transform.position, Color.yellow);
|
||
// Debug.DrawRay(transform.position, projection, Color.blue);
|
||
// Debug.DrawRay(thisEnemy.transform.position, verticalToRay, Color.magenta);
|
||
}
|
||
enemyFacingDistance = projectionDis.Min();
|
||
if(enemyFacingDistance <= lastEnemyFacingDistance)
|
||
{
|
||
// closing to enemy
|
||
thisReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
|
||
}
|
||
else
|
||
{
|
||
thisReward = 0;
|
||
}
|
||
// enemy in view Reward
|
||
lastEnemyFacingDistance = enemyFacingDistance;
|
||
if (thisReward >= paramContainer.facingReward) thisReward = paramContainer.facingReward; // limit
|
||
if (thisReward <= -paramContainer.facingReward) thisReward = -paramContainer.facingReward; // limit
|
||
// Debug.Log("ninimum = " + thisReward);
|
||
}
|
||
}
|
||
else if(targetCon.targetTypeInt == (int)TargetController.Targets.Attack)
|
||
{
|
||
// attack mode
|
||
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
|
||
if(targetDis <= rayScript.viewDistance)
|
||
{
|
||
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
|
||
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position) <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
|
||
{
|
||
// im watching target
|
||
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
|
||
thisReward = paramContainer.facingReward;
|
||
}
|
||
}
|
||
}
|
||
return thisReward;
|
||
}
|
||
|
||
// ------------Reward--------------
|
||
// rewardCalculate 计算本动作的Reward
|
||
public float rewardCalculate(float sceneReward,float mouseX)
|
||
{
|
||
float epreward = 0f;
|
||
// 击杀reward判断
|
||
if (enemyKillCount > 0)
|
||
{
|
||
for (int i = 0; i < enemyKillCount; i++)
|
||
{
|
||
// get
|
||
epreward += targetCon.killReward(killEnemyPosition);
|
||
}
|
||
enemyKillCount = 0;
|
||
}
|
||
else
|
||
{
|
||
enemyKillCount = 0;
|
||
}
|
||
// 射击动作reward判断
|
||
epreward += ballistic() + sceneReward;
|
||
// facing reward
|
||
epreward += facingReward();
|
||
// spin penalty
|
||
spinRecord.Add(mouseX);
|
||
if (spinRecord.Count >= paramContainer.spinRecordMax)
|
||
{
|
||
spinRecord.RemoveAt(0);
|
||
}
|
||
float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty);
|
||
if(spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
|
||
{
|
||
epreward -= spinPenaltyReward;
|
||
}
|
||
else
|
||
{
|
||
epreward -= Math.Abs(mouseX) * paramContainer.mousePenalty;
|
||
}
|
||
return epreward;
|
||
}
|
||
|
||
|
||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||
// env开始执行初始化
|
||
public override void OnEpisodeBegin()
|
||
{
|
||
step = 0;
|
||
if (lockMouse)
|
||
{
|
||
Cursor.lockState = CursorLockMode.Locked; // hide and lock the mouse
|
||
}
|
||
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
|
||
targetCon.rollNewScene();
|
||
paramContainer.resetTimeBonusReward();
|
||
// give default Reward to Reward value will be used.
|
||
if (hudController.chartOn)
|
||
{
|
||
EnvUICon.initChart();
|
||
}
|
||
rayScript.updateRayInfo(); // update raycast
|
||
}
|
||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||
// 观察情报
|
||
public override void CollectObservations(VectorSensor sensor)
|
||
{
|
||
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
|
||
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
|
||
|
||
float[] myObserve = { transform.localPosition.x, transform.localPosition.y, transform.localPosition.z, transform.eulerAngles.y/360f };
|
||
float[] rayTagResult = rayScript.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
|
||
float[] rayTagResultOnehot = rayScript.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List<int>[](raySensorNum*Tags,1)
|
||
float[] rayDisResult = rayScript.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;
|
||
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(remainTime); // (1)
|
||
sensor.AddObservation(gunReadyToggle); //(1) save gun is ready?
|
||
sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1)
|
||
if (oneHotRayTag)
|
||
{
|
||
sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
|
||
}
|
||
else
|
||
{
|
||
sensor.AddObservation(rayTagResult);
|
||
}
|
||
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
|
||
//sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
|
||
//sensor.AddObservation(raySensorNum); // raySensor数量 int
|
||
//sensor.AddObservation(remainTime); // RemainTime int
|
||
}
|
||
|
||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||
// agent 输入处理
|
||
public override void OnActionReceived(ActionBuffers actionBuffers)
|
||
{
|
||
//获取输入
|
||
int vertical = actionBuffers.DiscreteActions[0];
|
||
int horizontal = actionBuffers.DiscreteActions[1];
|
||
int mouseShoot = actionBuffers.DiscreteActions[2];
|
||
float Mouse_X = actionBuffers.ContinuousActions[0];
|
||
if (vertical == 2) vertical = -1;
|
||
if (horizontal == 2) horizontal = -1;
|
||
|
||
//应用输入
|
||
shoot = mouseShoot;
|
||
cameraControl(Mouse_X, 0);
|
||
moveAgent(vertical, horizontal);
|
||
rayScript.updateRayInfo(); // update raycast
|
||
|
||
//判断结束
|
||
float sceneReward = 0f;
|
||
float endReward = 0f;
|
||
(finishedState, sceneReward, endReward) = targetCon.checkOverAndRewards();
|
||
float thisRoundReward = rewardCalculate(sceneReward+ endReward,Mouse_X);
|
||
if (hudController.chartOn)
|
||
{
|
||
EnvUICon.updateChart(thisRoundReward);
|
||
}
|
||
else
|
||
{
|
||
EnvUICon.removeChart();
|
||
}
|
||
//Debug.Log("reward = " + thisRoundReward);
|
||
if (finishedState != (int)TargetController.EndType.Running)
|
||
{
|
||
// Win or lose Finished
|
||
Debug.Log("Finish reward = " + thisRoundReward);
|
||
EP += 1;
|
||
string targetString = Enum.GetName(typeof(TargetController.Targets), targetCon.targetTypeInt);
|
||
switch (finishedState)
|
||
{
|
||
case (int)TargetController.EndType.Win:
|
||
Debug.LogWarning(targetString+"|Win");
|
||
break;
|
||
case (int)TargetController.EndType.Lose:
|
||
Debug.LogWarning(targetString+"|Lose");
|
||
break;
|
||
default:
|
||
Debug.LogWarning("TypeError");
|
||
break;
|
||
}
|
||
SetReward(thisRoundReward);
|
||
EndEpisode();
|
||
}
|
||
else
|
||
{
|
||
// game not over yet
|
||
step += 1;
|
||
}
|
||
SetReward(thisRoundReward);
|
||
}
|
||
|
||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||
// 控制调试
|
||
public override void Heuristic(in ActionBuffers actionsOut)
|
||
{
|
||
//-------------------BUILD
|
||
ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
|
||
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
|
||
|
||
int vertical = 0;
|
||
int horizontal = 0;
|
||
if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))
|
||
{
|
||
vertical = 1;
|
||
}
|
||
else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
|
||
{
|
||
vertical = -1;
|
||
}
|
||
else
|
||
{
|
||
vertical = 0;
|
||
}
|
||
if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A))
|
||
{
|
||
horizontal = 1;
|
||
}
|
||
else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
|
||
{
|
||
horizontal = -1;
|
||
}
|
||
else
|
||
{
|
||
horizontal = 0;
|
||
}
|
||
|
||
if (Input.GetMouseButton(0))
|
||
{
|
||
// Debug.Log("mousebuttonhit");
|
||
shoot = 1;
|
||
}
|
||
else
|
||
{
|
||
shoot = 0;
|
||
}
|
||
discreteActions[0] = vertical;
|
||
discreteActions[1] = horizontal;
|
||
discreteActions[2] = shoot;
|
||
//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
|
||
float Mouse_X = Input.GetAxis("Mouse X") * mouseXSensitivity * Time.deltaTime;
|
||
float Mouse_Y = Input.GetAxis("Mouse Y") * mouseYSensitivity * Time.deltaTime;
|
||
continuousActions[0] = Mouse_X;
|
||
//continuousActions[1] = nonReward;
|
||
//continuousActions[2] = shootReward;
|
||
//continuousActions[3] = shootWithoutReadyReward;
|
||
//continuousActions[4] = hitReward;
|
||
//continuousActions[5] = winReward;
|
||
//continuousActions[6] = loseReward;
|
||
//continuousActions[7] = killReward;
|
||
//continuousActions[1] = Mouse_Y;
|
||
//continuousActions[2] = timeLimit;
|
||
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
}
|
||
} |