98 lines
3.8 KiB
C#
98 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class CommonParameterContainer : Singleton<CommonParameterContainer>
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{
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[Header("Env")]
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public bool lockMouse = false;
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public float damage = 50; // damage to enemy
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public float fireRate = 0.5f;
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public int timeLimit = 30;
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public bool lockCameraX = false;
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public bool lockCameraY = true;
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public bool spawnAgentInAllMap = true;
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public int spinRecordMax = 40;
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public float spinPenaltyThreshold = 10;
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public float facingInviewEnemyDisCOEF = 0.5f;
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public string group1Tag = "Player";
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public string group2Tag = "Enemy";
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[Header("Dynamic Defaut Rewards")]
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//[Tooltip("Hit Enemy reward")]
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//public float hitRewardDefault = 60.0f;
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[Tooltip("Free mode Hit Enemy reward")]
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public float hitTargetRewardDefault = 25f;
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//[Tooltip("Enemy down reward")]
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//public float killRewardDefault = 60.0f;
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[Tooltip("Enemy down in area Reward")]
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public float killTargetEnemyRewardDefault = 25f;
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[Tooltip("stay in firebasesArea reward")]
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public float inAreaRewardDefault = 25.0f;
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[Tooltip("free left time bonus reward. ALLR + leftTime * r")]
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public float freeTimeBonusPerSec = 1.0f;
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[Tooltip("target left time bonus reward. ALLR + leftTime * r")]
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public float targetTimeBonusPerSec = 0.5f;
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[Tooltip("in area left time bonus reward. ALLR + leftTime * r")]
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public float areaTimeBonusPerSec = 0.2f;
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[Tooltip("distance reward reward = r*(1-(nowDis/startDis))")]
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public float distanceReward = 50.0f;
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[Tooltip("facing to Target distance reward reward = r*(1-(nowDis/startDis))")]
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public float facingTargetReward = 10.0f;
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[Space(10)]
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[Tooltip("Goto Win reward")]
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public float goWinRewardDefault = 999f;
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[Tooltip("Attack Win reward")]
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public float attackWinRewardDefault = 999f;
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[Tooltip("Defence Win reward")]
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public float defenceWinRewardDefault = 999f;
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[Tooltip("free Win reward")]
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public float freeWinRewardDefault = 999f;
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[Header("Static Rewards")]
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[Tooltip("Nothing happened reward")]
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public float nonReward = -1f;
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[Tooltip("Episode Lose reward")]
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public float loseReward = -999f;
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[Tooltip("Agent Do shoot action reward")]
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public float shootReward = -0.5f;
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[Tooltip("Hit Not target Enemy reward")]
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public float hitNonTargetReward = -5f;
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[Tooltip("Not Target Enemy down reward")]
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public float killNonTargetReward = -5f;
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[Tooltip("Agent Do shoot action but gun is not read")]
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public float shootWithoutReadyReward = -1.15f;
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[Tooltip("Kill bonus reward stack to nothing happend reward")]
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public float killBonusReward = 0.0f;
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[Tooltip("Facing to enemy's reward")]
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public float facingReward = 5f;
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[Tooltip("Shoot at target area but didn't hit enemy")]
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public float shootTargetAreaReward = 10f;
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[Header("Penalty Rewards")]
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[Tooltip("move Penalty Reward")]
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public float movePenalty = 0.1f;
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[Tooltip("spiiiiiiin Panalty Reward")]
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public float spinPenalty = 0.08f;
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[Tooltip("while move mouse a little bit's penalty")]
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public float mousePenalty = 0.06f;
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public SceneBlocksSet scenePrefabSet;
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[NonSerialized] public int gameMode; // 0 = trainning mode, 1 = play mode
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[NonSerialized] public float attackProb = 0f;
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public List<float> attackLevelProbs = new List<float>();
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[NonSerialized] public float gotoProb = 0f;
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public List<float> gotoLevelProbs = new List<float>();
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[NonSerialized] public float defenceProb = 0f;
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public List<float> defenceLevelProbs = new List<float>();
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private void Start()
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{
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Instance.KeepThroughSceneChange();
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scenePrefabSet.InitializeSceneBlocksSet();
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attackLevelProbs = new List<float>(scenePrefabSet.targetLevels[0].levelSize);
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gotoLevelProbs = new List<float>(scenePrefabSet.targetLevels[1].levelSize);
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}
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} |