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Update art for asymmetric self-play envs (#3717)

/asymm-envs
GitHub 5 年前
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41e4efca
共有 32 个文件被更改,包括 2845 次插入1099 次删除
  1. 981
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/CubeWarArea.prefab
  2. 34
      Project/Assets/ML-Agents/Examples/CubeWars/Scenes/CubeWar.unity
  3. 29
      Project/Assets/ML-Agents/Examples/CubeWars/Scripts/LargeCubeAgent.cs
  4. 15
      Project/Assets/ML-Agents/Examples/CubeWars/Scripts/SmallCubeAgent.cs
  5. 8
      Project/Assets/ML-Agents/Examples/Soccer/Materials/StrikerWall.mat
  6. 16
      Project/Assets/ML-Agents/Examples/Soccer/Prefabs/StrikersVsGoalieField.prefab
  7. 77
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/Godzilla.mat
  8. 8
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/Godzilla.mat.meta
  9. 77
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/GodzillaScales.mat
  10. 8
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/GodzillaScales.mat.meta
  11. 53
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/flames.png
  12. 99
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/flames.png.meta
  13. 97
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/godzillafire.mat
  14. 8
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/godzillafire.mat.meta
  15. 97
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/laser.mat
  16. 8
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/laser.mat.meta
  17. 31
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/laser.png
  18. 99
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/laser.png.meta
  19. 23
      Project/Assets/ML-Agents/Examples/CubeWars/Meshes/spines.fbx
  20. 97
      Project/Assets/ML-Agents/Examples/CubeWars/Meshes/spines.fbx.meta
  21. 26
      Project/Assets/ML-Agents/Examples/CubeWars/Meshes/tail.fbx
  22. 97
      Project/Assets/ML-Agents/Examples/CubeWars/Meshes/tail.fbx.meta
  23. 875
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/CubeZilla.prefab
  24. 7
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/CubeZilla.prefab.meta
  25. 175
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/Laser.prefab
  26. 7
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/Laser.prefab.meta
  27. 744
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/SmallAgent.prefab
  28. 7
      Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/SmallAgent.prefab.meta
  29. 45
      Project/Assets/ML-Agents/Examples/CubeWars/Scripts/Laser.cs
  30. 11
      Project/Assets/ML-Agents/Examples/CubeWars/Scripts/Laser.cs.meta
  31. 77
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/lazer.mat
  32. 8
      Project/Assets/ML-Agents/Examples/CubeWars/Materials/lazer.mat.meta

981
Project/Assets/ML-Agents/Examples/CubeWars/Prefabs/CubeWarArea.prefab
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34
Project/Assets/ML-Agents/Examples/CubeWars/Scenes/CubeWar.unity


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29
Project/Assets/ML-Agents/Examples/CubeWars/Scripts/LargeCubeAgent.cs


public Material normalMaterial;
public Material weakMaterial;
public Material deadMaterial;
public GameObject myLaser;
public Laser myLaser;
public GameObject myBody;
public override void Initialize()

m_ShockwaveTime = Time.time;
}
}
transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed);
m_AgentRb.AddForce(dirToGo * moveSpeed, ForceMode.VelocityChange);
if(!m_Shockwave)
{
transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed);
m_AgentRb.AddForce(dirToGo * moveSpeed, ForceMode.VelocityChange);
}
}
if (m_AgentRb.velocity.sqrMagnitude > 25f) // slow it down

if (m_Shoot)
{
var myTransform = transform;
myLaser.transform.localScale = new Vector3(1f, 1f, m_LaserLength);
myLaser.isFired = true;
var rayDir = 120.0f * myTransform.forward;
Debug.DrawRay(myTransform.position, rayDir, Color.red, 0f, true);
RaycastHit hit;

}
else if (checkTime > m_ShootTime + .5f)
{
myLaser.transform.localScale = new Vector3(0f, 0f, 0f);
myLaser.isFired = false;
// Squish animation
myBody.transform.localScale = new Vector3(1.2f, 0.8f, 1.2f);
// Make shockwave animation
var myTransform = transform;
shockwave.transform.localScale = new Vector3(1f, 1f, 1f);
RaycastHit hit;

}
}
}
else if (checkTime > m_ShockwaveTime + 1.5f)
else if (checkTime > m_ShockwaveTime + 0.3f)
myBody.transform.localScale = new Vector3(1f, 1f, 1f);
shockwave.transform.localScale = new Vector3(0f, 0f, 0f);
}

if (m_HitPoints <= 1f && m_HitPoints > .5f)
{
gameObject.tag = "StrongLargeAgent";
gameObject.GetComponentInChildren<Renderer>().material = normalMaterial;
myBody.GetComponentInChildren<Renderer>().material = normalMaterial;
gameObject.GetComponentInChildren<Renderer>().material = weakMaterial;
myBody.GetComponentInChildren<Renderer>().material = weakMaterial;
}
else // Dead

gameObject.GetComponentInChildren<Renderer>().material = deadMaterial;
myBody.GetComponentInChildren<Renderer>().material = deadMaterial;
m_MyArea.AgentDied();
}
}

m_ShootTime = -1f;
m_ShockwaveTime = -3f;
m_AgentRb.velocity = Vector3.zero;
myLaser.transform.localScale = new Vector3(0f, 0f, 0f);
shockwave.transform.localScale = new Vector3(0f, 0f, 0f);
transform.position = new Vector3(Random.Range(-m_MyArea.range, m_MyArea.range),
2f, Random.Range(-m_MyArea.range, m_MyArea.range))

public void SetAgentScale()
{
float agentScale = 5f;
gameObject.transform.localScale = new Vector3(agentScale, agentScale, agentScale);
transform.localScale = new Vector3(agentScale, agentScale, agentScale);
}
public void SetResetParameters()

15
Project/Assets/ML-Agents/Examples/CubeWars/Scripts/SmallCubeAgent.cs


public Material normalMaterial;
public Material weakMaterial;
public Material deadMaterial;
public GameObject myLaser;
public Laser myLaser;
public GameObject myBody;
public override void Initialize()

if (m_Shoot)
{
var myTransform = transform;
myLaser.transform.localScale = new Vector3(1f, 1f, m_LaserLength);
var rayDir = 25.0f * myTransform.forward;
Debug.DrawRay(myTransform.position, rayDir, Color.red, 0f, true);
RaycastHit hit;

AddReward(.1f + .4f * m_Bonus);
}
myLaser.isFired = true;
myLaser.transform.localScale = new Vector3(0f, 0f, 0f);
myLaser.isFired = false;
}
}

if (m_HitPoints <= 1f && m_HitPoints > .5f)
{
gameObject.tag = "StrongSmallAgent";
gameObject.GetComponentInChildren<Renderer>().material = normalMaterial;
myBody.GetComponentInChildren<Renderer>().material = normalMaterial;
gameObject.GetComponentInChildren<Renderer>().material = weakMaterial;
myBody.GetComponentInChildren<Renderer>().material = weakMaterial;
}
else // Dead

gameObject.tag = "DeadSmallAgent";
gameObject.GetComponentInChildren<Renderer>().material = deadMaterial;
myBody.GetComponentInChildren<Renderer>().material = deadMaterial;
m_MyArea.AgentDied();
}
}

//m_Bonus = Academy.Instance.FloatProperties.GetPropertyWithDefault("bonus", 0);
m_Bonus = SideChannelUtils.GetSideChannel<FloatPropertiesChannel>().GetPropertyWithDefault("bonus", 0);
m_AgentRb.velocity = Vector3.zero;
myLaser.transform.localScale = new Vector3(0f, 0f, 0f);
float smallRange = 50f * m_MyArea.range;
transform.position = new Vector3(Random.Range(-smallRange, smallRange),
2f,Random.Range(-smallRange, smallRange))

8
Project/Assets/ML-Agents/Examples/Soccer/Materials/StrikerWall.mat


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Project/Assets/ML-Agents/Examples/CubeWars/Materials/Godzilla.mat


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之前 之后
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Project/Assets/ML-Agents/Examples/CubeWars/Scripts/Laser.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Laser : MonoBehaviour
{
public bool isFired;
public float maxLength = 25f;
public float width = 0.5f;
public bool animate = false;
LineRenderer laserRenderer;
// Start is called before the first frame update
void Start()
{
laserRenderer = GetComponentInChildren<LineRenderer>();
laserRenderer.SetWidth(width, width);
laserRenderer.material.SetTextureScale("_MainTex", new Vector2(0.05f, 1.0f));
}
// Update is called once per frame
void FixedUpdate()
{
if(isFired)
{
if(animate)
{
laserRenderer.material.SetTextureOffset("_MainTex", new Vector2(-3*Time.time, 0.0f));
}
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, maxLength))
{
laserRenderer.SetPosition(1, new Vector3(0f, 0f, hit.distance/transform.lossyScale.z));
}
else
{
laserRenderer.SetPosition(1, new Vector3(0f, 0f, maxLength/transform.lossyScale.z));
}
}
else
{
laserRenderer.SetPosition(1, new Vector3(0f, 0f, 0f));
}
}
}

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