HH
4 年前
当前提交
5c5539af
共有 12 个文件被更改,包括 3238 次插入 和 4 次删除
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13Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
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1Project/ProjectSettings/TagManager.asset
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2config/ppo/PushBlock.yaml
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2ml-agents/mlagents/trainers/torch/networks.py
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1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockCollabArea.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockCollabArea.prefab.meta
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905Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity
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9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity.meta
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276Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockEnvController.cs
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11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockEnvController.cs.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockZomb.onnx
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14Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockZomb.onnx.meta
1001
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockCollabArea.prefab
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|
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using System.Collections; |
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using System.Collections.Generic; |
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using Unity.MLAgents; |
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using UnityEngine; |
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|
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public class ZombiePushBlockEnvController : MonoBehaviour |
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{ |
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[System.Serializable] |
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public class AgentInfo |
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{ |
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public PushAgentCollab Agent; |
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[HideInInspector] |
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public Vector3 StartingPos; |
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[HideInInspector] |
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public Quaternion StartingRot; |
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[HideInInspector] |
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public Rigidbody Rb; |
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|
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} |
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|
|||
[System.Serializable] |
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public class ZombieInfo |
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{ |
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public CrawlerAgent Agent; |
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[HideInInspector] |
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public Vector3 StartingPos; |
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[HideInInspector] |
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public Quaternion StartingRot; |
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[HideInInspector] |
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public Rigidbody Rb; |
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} |
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|
|||
[System.Serializable] |
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public class BlockInfo |
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{ |
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public Transform T; |
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[HideInInspector] |
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public Vector3 StartingPos; |
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[HideInInspector] |
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public Quaternion StartingRot; |
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[HideInInspector] |
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public Rigidbody Rb; |
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} |
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|
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/// <summary>
|
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/// Max Academy steps before this platform resets
|
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/// </summary>
|
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/// <returns></returns>
|
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[Header("Max Environment Steps")] public int MaxEnvironmentSteps = 25000; |
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private int m_ResetTimer; |
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|
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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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/// <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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|
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public GameObject area; |
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|
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Material m_GroundMaterial; //cached on Awake()
|
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|
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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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|
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public List<AgentInfo> AgentsList = new List<AgentInfo>(); |
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public List<ZombieInfo> ZombiesList = new List<ZombieInfo>(); |
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public List<BlockInfo> BlocksList = new List<BlockInfo>(); |
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|
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public bool UseRandomAgentRotation = true; |
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public bool UseRandomAgentPosition = true; |
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public bool UseRandomBlockRotation = true; |
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public bool UseRandomBlockPosition = true; |
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PushBlockSettings m_PushBlockSettings; |
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|
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private int m_NumberOfRemainingBlocks; |
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|
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void Start() |
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{ |
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|
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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_PushBlockSettings = FindObjectOfType<PushBlockSettings>(); |
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foreach (var item in BlocksList) |
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{ |
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item.StartingPos = item.T.transform.position; |
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item.StartingRot = item.T.transform.rotation; |
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item.Rb = item.T.GetComponent<Rigidbody>(); |
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} |
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foreach (var item in AgentsList) |
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{ |
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item.StartingPos = item.Agent.transform.position; |
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item.StartingRot = item.Agent.transform.rotation; |
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item.Rb = item.Agent.GetComponent<Rigidbody>(); |
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} |
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foreach (var item in ZombiesList) |
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{ |
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item.StartingPos = item.Agent.transform.position; |
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item.StartingRot = item.Agent.transform.rotation; |
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} |
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|
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ResetScene(); |
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|
|||
} |
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|
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// Update is called once per frame
|
|||
void FixedUpdate() |
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{ |
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m_ResetTimer += 1; |
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if (m_ResetTimer > MaxEnvironmentSteps) |
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{ |
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ResetScene(); |
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} |
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} |
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|
|||
/// <summary>
|
|||
/// Use the ground's bounds to pick a random spawn position.
|
|||
/// </summary>
|
|||
public Vector3 GetRandomSpawnPos() |
|||
{ |
|||
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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|
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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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{ |
|||
foundNewSpawnLocation = true; |
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} |
|||
} |
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return randomSpawnPos; |
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} |
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|
|||
/// <summary>
|
|||
/// Resets the block position and velocities.
|
|||
/// </summary>
|
|||
void ResetBlock(BlockInfo block) |
|||
{ |
|||
// Get a random position for the block.
|
|||
block.T.position = GetRandomSpawnPos(); |
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|
|||
// Reset block velocity back to zero.
|
|||
block.Rb.velocity = Vector3.zero; |
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|
|||
// Reset block angularVelocity back to zero.
|
|||
block.Rb.angularVelocity = Vector3.zero; |
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} |
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|
|||
|
|||
/// <summary>
|
|||
/// Swap ground material, wait time seconds, then swap back to the regular material.
|
|||
/// </summary>
|
|||
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) |
|||
{ |
|||
m_GroundRenderer.material = mat; |
|||
yield return new WaitForSeconds(time); // Wait for 2 sec
|
|||
m_GroundRenderer.material = m_GroundMaterial; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Called when the agent moves the block into the goal.
|
|||
/// </summary>
|
|||
public void ScoredAGoal(Collider col, float score) |
|||
{ |
|||
// //Decrement the counter
|
|||
// m_NumberOfRemainingBlocks--;
|
|||
//
|
|||
// //Are we done?
|
|||
// bool done = m_NumberOfRemainingBlocks == 0;
|
|||
//
|
|||
// //Disable the block
|
|||
// col.gameObject.SetActive(false);
|
|||
|
|||
//Give Agent Rewards
|
|||
foreach (var item in AgentsList) |
|||
{ |
|||
item.Agent.AddReward(score); |
|||
} |
|||
|
|||
// Swap ground material for a bit to indicate we scored.
|
|||
StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f)); |
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|
|||
// if (done)
|
|||
// {
|
|||
//Reset assets
|
|||
ResetScene(); |
|||
// }
|
|||
} |
|||
|
|||
public void ZombieTouchedBlock() |
|||
{ |
|||
//Give Agent Rewards
|
|||
foreach (var item in AgentsList) |
|||
{ |
|||
item.Agent.AddReward(-1); |
|||
} |
|||
// Swap ground material for a bit to indicate we scored.
|
|||
StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.failMaterial, 0.5f)); |
|||
ResetScene(); |
|||
|
|||
} |
|||
|
|||
Quaternion GetRandomRot() |
|||
{ |
|||
return Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0); |
|||
} |
|||
|
|||
void ResetScene() |
|||
{ |
|||
m_ResetTimer = 0; |
|||
|
|||
//Random platform rot
|
|||
var rotation = Random.Range(0, 4); |
|||
var rotationAngle = rotation * 90f; |
|||
area.transform.Rotate(new Vector3(0f, rotationAngle, 0f)); |
|||
|
|||
//End Episode
|
|||
foreach (var item in AgentsList) |
|||
{ |
|||
if (!item.Agent) |
|||
{ |
|||
return; |
|||
} |
|||
item.Agent.EndEpisode(); |
|||
} |
|||
//End Episode
|
|||
foreach (var item in ZombiesList) |
|||
{ |
|||
if (!item.Agent) |
|||
{ |
|||
return; |
|||
} |
|||
item.Agent.EndEpisode(); |
|||
} |
|||
//Reset Agents
|
|||
foreach (var item in AgentsList) |
|||
{ |
|||
var pos = UseRandomAgentPosition ? GetRandomSpawnPos() : item.StartingPos; |
|||
var rot = UseRandomAgentRotation ? GetRandomRot() : item.StartingRot; |
|||
|
|||
item.Agent.transform.SetPositionAndRotation(pos, rot); |
|||
item.Rb.velocity = Vector3.zero; |
|||
item.Rb.angularVelocity = Vector3.zero; |
|||
} |
|||
|
|||
//Reset Blocks
|
|||
foreach (var item in BlocksList) |
|||
{ |
|||
var pos = UseRandomBlockPosition ? GetRandomSpawnPos() : item.StartingPos; |
|||
var rot = UseRandomBlockRotation ? GetRandomRot() : item.StartingRot; |
|||
|
|||
item.T.transform.SetPositionAndRotation(pos, rot); |
|||
item.Rb.velocity = Vector3.zero; |
|||
item.Rb.angularVelocity = Vector3.zero; |
|||
item.T.gameObject.SetActive(true); |
|||
} |
|||
|
|||
//Reset counter
|
|||
m_NumberOfRemainingBlocks = BlocksList.Count; |
|||
// m_NumberOfRemainingBlocks = 2;
|
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} |
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} |
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Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockZomb.onnx
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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