HH
4 年前
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共有 21 个文件被更改,包括 7517 次插入 和 3 次删除
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1Project/ProjectSettings/TagManager.asset
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1com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs
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6config/ppo/PushBlock.yaml
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1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity
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9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensorTests.unity
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9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensorTests.unity.meta
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278Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentGrid.cs
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12Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentGrid.cs.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCombo.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCombo.nn.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGrid.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGrid.nn.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridHard.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridHard.nn.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockHardRays.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockHardRays.nn.meta
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135Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs
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11Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta
1001
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
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1001
Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity
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fileFormatVersion: 2 |
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guid: 10f1c061cc7c14783ae4f0ddf255d0b1 |
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timeCreated: 1506808980 |
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1001
Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensorTests.unity
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fileFormatVersion: 2 |
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guid: 1c60968f826d444f1adf1b1256a326ba |
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timeCreated: 1506808980 |
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//Put this script on your blue cube.
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using System; |
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using System.Collections; |
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using UnityEngine; |
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using Unity.MLAgents; |
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using Unity.MLAgents.Actuators; |
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using Unity.MLAgents.Sensors; |
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using Random = UnityEngine.Random; |
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public class PushAgentGrid : Agent |
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{ |
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/// <summary>
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/// The ground. The bounds are used to spawn the elements.
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/// </summary>
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public GameObject ground; |
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public GameObject area; |
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/// <summary>
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/// The area bounds.
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/// </summary>
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[HideInInspector] |
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public Bounds areaBounds; |
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PushBlockSettings m_PushBlockSettings; |
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/// <summary>
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/// The goal to push the block to.
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/// </summary>
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public GameObject goal; |
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/// <summary>
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/// The block to be pushed to the goal.
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/// </summary>
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public GameObject block; |
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/// <summary>
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/// Detects when the block touches the goal.
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/// </summary>
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// [HideInInspector]
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// public GoalDetect goalDetect;
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public bool useVectorObs; |
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Rigidbody m_BlockRb; //cached on initialization
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Rigidbody m_AgentRb; //cached on initialization
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Material m_GroundMaterial; //cached on Awake()
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/// <summary>
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/// We will be changing the ground material based on success/failue
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/// </summary>
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Renderer m_GroundRenderer; |
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EnvironmentParameters m_ResetParams; |
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void Awake() |
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{ |
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m_PushBlockSettings = FindObjectOfType<PushBlockSettings>(); |
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} |
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public override void Initialize() |
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{ |
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// goalDetect = block.GetComponent<GoalDetect>();
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// goalDetect.agent = this;
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// Cache the agent rigidbody
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m_AgentRb = GetComponent<Rigidbody>(); |
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// Cache the block rigidbody
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m_BlockRb = block.GetComponent<Rigidbody>(); |
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// Get the ground's bounds
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areaBounds = ground.GetComponent<Collider>().bounds; |
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// Get the ground renderer so we can change the material when a goal is scored
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m_GroundRenderer = ground.GetComponent<Renderer>(); |
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// Starting material
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m_GroundMaterial = m_GroundRenderer.material; |
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m_ResetParams = Academy.Instance.EnvironmentParameters; |
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SetResetParameters(); |
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} |
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public override void CollectObservations(VectorSensor sensor) |
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{ |
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if (useVectorObs) |
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{ |
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var localVelocity = transform.InverseTransformDirection(m_AgentRb.velocity); |
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sensor.AddObservation(localVelocity.x); |
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sensor.AddObservation(localVelocity.z); |
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} |
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} |
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/// <summary>
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/// Use the ground's bounds to pick a random spawn position.
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/// </summary>
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public Vector3 GetRandomSpawnPos() |
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{ |
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var foundNewSpawnLocation = false; |
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var randomSpawnPos = Vector3.zero; |
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while (foundNewSpawnLocation == false) |
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{ |
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var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier, |
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areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier); |
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var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier, |
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areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier); |
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randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ); |
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if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false) |
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{ |
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foundNewSpawnLocation = true; |
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} |
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} |
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return randomSpawnPos; |
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} |
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/// <summary>
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/// Called when the agent moves the block into the goal.
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/// </summary>
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public void ScoredAGoal() |
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{ |
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// We use a reward of 5.
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AddReward(5f); |
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// By marking an agent as done AgentReset() will be called automatically.
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EndEpisode(); |
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// Swap ground material for a bit to indicate we scored.
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StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f)); |
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} |
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/// <summary>
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/// Swap ground material, wait time seconds, then swap back to the regular material.
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/// </summary>
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IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) |
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{ |
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m_GroundRenderer.material = mat; |
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yield return new WaitForSeconds(time); // Wait for 2 sec
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m_GroundRenderer.material = m_GroundMaterial; |
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} |
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/// <summary>
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/// Moves the agent according to the selected action.
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/// </summary>
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public void MoveAgent(ActionSegment<int> act) |
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{ |
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var dirToGo = Vector3.zero; |
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var rotateDir = Vector3.zero; |
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var action = act[0]; |
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switch (action) |
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{ |
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case 1: |
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dirToGo = transform.forward * 1f; |
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break; |
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case 2: |
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dirToGo = transform.forward * -1f; |
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break; |
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case 3: |
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rotateDir = transform.up * 1f; |
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break; |
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case 4: |
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rotateDir = transform.up * -1f; |
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break; |
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case 5: |
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dirToGo = transform.right * -0.75f; |
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break; |
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case 6: |
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dirToGo = transform.right * 0.75f; |
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break; |
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} |
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transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f); |
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m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, |
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ForceMode.VelocityChange); |
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} |
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/// <summary>
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/// Called every step of the engine. Here the agent takes an action.
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/// </summary>
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public override void OnActionReceived(ActionBuffers actionBuffers) |
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{ |
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// Move the agent using the action.
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MoveAgent(actionBuffers.DiscreteActions); |
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// Penalty given each step to encourage agent to finish task quickly.
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AddReward(-1f / MaxStep); |
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} |
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public override void Heuristic(in ActionBuffers actionsOut) |
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{ |
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var discreteActionsOut = actionsOut.DiscreteActions; |
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discreteActionsOut[0] = 0; |
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if (Input.GetKey(KeyCode.D)) |
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{ |
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discreteActionsOut[0] = 3; |
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} |
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else if (Input.GetKey(KeyCode.W)) |
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{ |
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discreteActionsOut[0] = 1; |
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} |
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else if (Input.GetKey(KeyCode.A)) |
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{ |
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discreteActionsOut[0] = 4; |
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} |
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else if (Input.GetKey(KeyCode.S)) |
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{ |
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discreteActionsOut[0] = 2; |
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} |
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} |
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/// <summary>
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/// Resets the block position and velocities.
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/// </summary>
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void ResetBlock() |
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{ |
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// Get a random position for the block.
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block.transform.position = GetRandomSpawnPos(); |
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// Reset block velocity back to zero.
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m_BlockRb.velocity = Vector3.zero; |
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// Reset block angularVelocity back to zero.
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m_BlockRb.angularVelocity = Vector3.zero; |
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} |
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/// <summary>
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/// In the editor, if "Reset On Done" is checked then AgentReset() will be
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/// called automatically anytime we mark done = true in an agent script.
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/// </summary>
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public override void OnEpisodeBegin() |
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{ |
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var rotation = Random.Range(0, 4); |
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var rotationAngle = rotation * 90f; |
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area.transform.Rotate(new Vector3(0f, rotationAngle, 0f)); |
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ResetBlock(); |
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transform.position = GetRandomSpawnPos(); |
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m_AgentRb.velocity = Vector3.zero; |
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m_AgentRb.angularVelocity = Vector3.zero; |
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SetResetParameters(); |
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} |
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public void SetGroundMaterialFriction() |
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{ |
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var groundCollider = ground.GetComponent<Collider>(); |
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groundCollider.material.dynamicFriction = m_ResetParams.GetWithDefault("dynamic_friction", 0); |
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groundCollider.material.staticFriction = m_ResetParams.GetWithDefault("static_friction", 0); |
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} |
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public void OnCollisionEnter(Collision col) |
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{ |
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if (col.gameObject.CompareTag("hazard")) |
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{ |
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SetReward(-1f); |
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EndEpisode(); |
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} |
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} |
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public void SetBlockProperties() |
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{ |
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var scale = m_ResetParams.GetWithDefault("block_scale", 2); |
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//Set the scale of the block
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m_BlockRb.transform.localScale = new Vector3(scale, 0.75f, scale); |
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// Set the drag of the block
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m_BlockRb.drag = m_ResetParams.GetWithDefault("block_drag", 0.5f); |
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} |
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void SetResetParameters() |
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{ |
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SetGroundMaterialFriction(); |
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SetBlockProperties(); |
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} |
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} |
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fileFormatVersion: 2 |
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timeCreated: 1506829537 |
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCombo.nn
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fileFormatVersion: 2 |
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guid: 1d535a1ec2873417b9f8034ebddb50cb |
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11400000: main obj |
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3} |
1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGrid.nn
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fileFormatVersion: 2 |
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridHard.nn
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fileFormatVersion: 2 |
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guid: 288f1a7ef03a6453db17323f12efbfd1 |
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockHardRays.nn
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fileFormatVersion: 2 |
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guid: 36c24f85361da47b6bdbec6de11b5a0c |
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3} |
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using UnityEngine; |
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using Random = UnityEngine.Random; |
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using Unity.MLAgents; |
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using UnityEngine.Events; |
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namespace Unity.MLAgentsExamples |
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{ |
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/// <summary>
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/// Utility class to allow target placement and collision detection with an agent
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/// Add this script to the target you want the agent to touch.
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/// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect'
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/// </summary>
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public class CollisionCallbacks : MonoBehaviour |
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{ |
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[Header("Collider Tag To Detect")] |
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public string tagToDetect = "agent"; //collider tag to detect
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[Header("Target Placement")] |
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public float spawnRadius; //The radius in which a target can be randomly spawned.
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public bool respawnIfTouched; //Should the target respawn to a different position when touched
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[Header("Target Fell Protection")] |
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public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position.
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public float fallDistance = 5; //distance below the starting height that will trigger a respawn
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private Vector3 m_startingPos; //the starting position of the target
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private Agent m_agentTouching; //the agent currently touching the target
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[System.Serializable] |
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public class TriggerEvent : UnityEvent<Collider> |
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{ |
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} |
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[Header("Trigger Callbacks")] |
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public TriggerEvent onTriggerEnterEvent = new TriggerEvent(); |
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public TriggerEvent onTriggerStayEvent = new TriggerEvent(); |
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public TriggerEvent onTriggerExitEvent = new TriggerEvent(); |
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[System.Serializable] |
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public class CollisionEvent : UnityEvent<Collision> |
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{ |
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} |
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[Header("Collision Callbacks")] |
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public CollisionEvent onCollisionEnterEvent = new CollisionEvent(); |
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public CollisionEvent onCollisionStayEvent = new CollisionEvent(); |
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public CollisionEvent onCollisionExitEvent = new CollisionEvent(); |
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// Start is called before the first frame update
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void OnEnable() |
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{ |
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m_startingPos = transform.position; |
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if (respawnIfTouched) |
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{ |
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MoveTargetToRandomPosition(); |
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} |
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} |
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void Update() |
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{ |
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if (respawnIfFallsOffPlatform) |
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{ |
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if (transform.position.y < m_startingPos.y - fallDistance) |
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{ |
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Debug.Log($"{transform.name} Fell Off Platform"); |
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MoveTargetToRandomPosition(); |
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} |
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} |
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} |
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/// <summary>
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/// Moves target to a random position within specified radius.
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/// </summary>
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public void MoveTargetToRandomPosition() |
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{ |
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var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius); |
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newTargetPos.y = m_startingPos.y; |
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transform.position = newTargetPos; |
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} |
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private void OnCollisionEnter(Collision col) |
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{ |
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if (col.transform.CompareTag(tagToDetect)) |
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{ |
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onCollisionEnterEvent.Invoke(col); |
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if (respawnIfTouched) |
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{ |
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MoveTargetToRandomPosition(); |
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} |
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} |
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} |
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private void OnCollisionStay(Collision col) |
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{ |
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if (col.transform.CompareTag(tagToDetect)) |
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{ |
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onCollisionStayEvent.Invoke(col); |
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} |
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} |
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private void OnCollisionExit(Collision col) |
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{ |
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if (col.transform.CompareTag(tagToDetect)) |
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{ |
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onCollisionExitEvent.Invoke(col); |
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} |
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} |
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private void OnTriggerEnter(Collider col) |
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{ |
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if (col.CompareTag(tagToDetect)) |
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{ |
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onTriggerEnterEvent.Invoke(col); |
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} |
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} |
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private void OnTriggerStay(Collider col) |
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{ |
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if (col.CompareTag(tagToDetect)) |
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{ |
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onTriggerStayEvent.Invoke(col); |
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} |
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} |
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private void OnTriggerExit(Collider col) |
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{ |
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if (col.CompareTag(tagToDetect)) |
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{ |
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onTriggerExitEvent.Invoke(col); |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 25d337b05a1dc4555b0a86615930e628 |
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externalObjects: {} |
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serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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