Aimbot-ParallelEnv/Assets/Script/InGame/ParameterContainer.cs
Koha9 9585845ba2 Side channel Added
add side channel to let python side know which target got win or lose.
fix update time bug. may cause double gameover check.(got another lose after reset the game.)
2022-11-30 06:39:56 +09:00

153 lines
5.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParameterContainer : MonoBehaviour
{
public GameObject targetConObj;
public GameObject blockConObj;
public GameObject agentObj;
private TargetController targetCon;
private SceneBlockContainer blockCont;
private float agentDistance;
private int agentInArea;
[Header("Env")]
public bool lockMouse = false;
public float Damage = 50; // damage to enemy
public float fireRate = 0.5f;
public int enemyNum = 3;
public int timeLimit = 30;
public bool lockCameraX = false;
public bool lockCameraY = true;
public bool chartOn = false;
[Header("Dynamic Defaut Rewards")]
[Tooltip("Hit Enemy reward")]
public float hitRewardDefault = 60.0f;
[Tooltip("Free mode Hit Enemy reward")]
public float hitTargetRewardDefault = 60.0f;
[Tooltip("Enemy down reward")]
public float killRewardDefault = 60.0f;
[Tooltip("Enemy down in area Reward")]
public float killTargetEnemyRewardDefault = 100.0f;
[Tooltip("stay in firebasesArea reward")]
public float inAreaRewardDefault = 10.0f;
[Tooltip("free left time bonus reward. ALLR + leftTime * r")]
public float freeTimeBonusPerSec = 1.0f;
[Tooltip("target left time bonus reward. ALLR + leftTime * r")]
public float targetTimeBonusPerSec = 3.0f;
[Tooltip("in area left time bonus reward. ALLR + leftTime * r")]
public float areaTimeBonusPerSec = 1.0f;
[Tooltip("distance reward reward = r*(1-(nowDis/startDis))")]
public float distanceReward = 20.0f;
[Space(10)]
[Tooltip("Goto Win reward")]
public float goWinRewardDefault = 100.0f;
[Tooltip("Attack Win reward")]
public float attackWinRewardDefault = 100.0f;
[Tooltip("Defence Win reward")]
public float defenceWinRewardDefault = 100.0f;
[Tooltip("free Win reward")]
public float freeWinRewardDefault = 100.0f;
[Header("Dynamic Rewards")]
[Tooltip("Free mode Hit Enemy reward")]
public float hitTargetReward = 60.0f;
[Tooltip("Hit Enemy reward")]
public float hitReward = 30.0f;
[Tooltip("Enemy down reward")]
public float killReward = 40.0f;
[Tooltip("Enemy down in area Reward")]
public float killTargetEnemyReward = 80.0f;
[Tooltip("stay in firebasesArea reward")]
public float inAreaReward = 1.0f;
[Space(10)]
[Tooltip("go Win reward")]
public float goWinReward = 50.0f;
[Tooltip("attack Win reward")]
public float attackWinReward = 50.0f;
[Tooltip("defence Win reward")]
public float defenceWinReward = 50.0f;
[Tooltip("free Win reward")]
public float freeWinReward = 50.0f;
[Header("Static Rewards")]
[Tooltip("Nothing happened reward")]
public float nonReward = -0.05f;
[Tooltip("Episode Lose reward")]
public float loseReward = -0.05f;
[Tooltip("Agent Do shoot action reward")]
public float shootReward = -0.1f;
[Tooltip("Agent Do shoot action but gun is not read")]
public float shootWithoutReadyReward = -0.15f;
[Tooltip("Kill bonus reward stack to nothing happend reward")]
public float killBonusReward = 0.0f;
[Header("Penalty Rewards")]
[Tooltip("Speed Penalty Reward")]
public float speedPanalty = 0f;
[Tooltip("view Panalty Reward")]
public float viewPanalty = 0f;
private float targetTimeBonus = 0f;
private float areaTimeBonus = 0f;
private float freeTimeBonus = 0f;
private float targetInAreaTime = 0f;
private float lastFrameTime = 0f;
private void Start()
{
targetCon = targetConObj.GetComponent<TargetController>();
blockCont = blockConObj.GetComponent<SceneBlockContainer>();
areaTimeBonus = areaTimeBonusPerSec * timeLimit;
freeTimeBonus = freeTimeBonusPerSec * timeLimit;
targetTimeBonus = targetTimeBonusPerSec * timeLimit;
}
private void Update()
{
if (targetCon.targetTypeInt != (int)TargetController.Targets.Free)
{
(agentDistance, agentInArea) = blockCont.getAgentTargetDistanceAndInside(agentObj.transform.position);
// attack goto or defence target
if (agentInArea == 1)
{
// agent out of area
targetInAreaTime += Time.time - lastFrameTime;
}
areaTimeBonus = areaTimeBonusPerSec * (targetCon.leftTime + targetInAreaTime);
freeTimeBonus = freeTimeBonusPerSec * targetCon.leftTime;
targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime;
lastFrameTime = Time.time;
}
else
{
// free target
areaTimeBonus = areaTimeBonusPerSec * targetCon.leftTime;
freeTimeBonus = freeTimeBonusPerSec * targetCon.leftTime;
targetTimeBonus = targetTimeBonusPerSec * targetCon.leftTime;
}
hitReward = hitRewardDefault + freeTimeBonus;
hitTargetReward = hitTargetRewardDefault + freeTimeBonus;
killReward = killRewardDefault + freeTimeBonus;
killTargetEnemyReward = killTargetEnemyRewardDefault + targetTimeBonus;
inAreaReward = inAreaRewardDefault + areaTimeBonus;
goWinReward = goWinRewardDefault + targetTimeBonus;
attackWinReward = attackWinRewardDefault + targetTimeBonus;
defenceWinReward = defenceWinRewardDefault + targetTimeBonus;
freeWinReward = freeWinRewardDefault + targetTimeBonus;
}
public void resetTimeBonusReward()
{
areaTimeBonus = areaTimeBonusPerSec * timeLimit;
freeTimeBonus = freeTimeBonusPerSec * timeLimit;
targetInAreaTime = 0f;
}
}