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Scene Cleanup. Add new trained dungeon model

/develop/superpush/int/hunter
HH 4 年前
当前提交
732e80c1
共有 9 个文件被更改,包括 1526 次插入1582 次删除
  1. 85
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/DungeonEscapeAgent.prefab
  2. 533
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/DungeonEscapePlatform.prefab
  3. 457
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/DungeonEscape.unity
  4. 21
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/DungeonEscapeEnvController.cs
  5. 8
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentEscape.cs
  6. 2
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/DungeonEscape.onnx.meta
  7. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/DungeonEscape.onnx
  8. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockDungeon.onnx
  9. 0
      /Project/Assets/ML-Agents/Examples/PushBlock/TFModels/DungeonEscape.onnx.meta

85
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21
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/DungeonEscapeEnvController.cs


private int m_NumberOfRemainingPlayers;
public GameObject Key;
public GameObject Tombstone;
private SimpleMultiAgentGroup m_AgentGroup;
void Start()
{

m_AgentGroup.GroupEpisodeInterrupted();
ResetScene();
}
// //Hurry Up Penalty
// m_AgentGroup.AddGroupReward(-0.5f / MaxEnvironmentSteps);
agent.EndEpisode();
agent.gameObject.SetActive(false);
else
{
agent.EndEpisode();
agent.gameObject.SetActive(false);
}
}
public void UnlockDoor()

agent.EndEpisode();
agent.gameObject.SetActive(false);
print($"{baddieCol.gameObject.name} ate {agent.transform.name}");
//Spawn Tombstone
Tombstone.transform.SetPositionAndRotation(agent.transform.position, agent.transform.rotation);
Tombstone.SetActive(true);
//Spawn the Key Pickup
Key.transform.SetPositionAndRotation(baddieCol.collider.transform.position, baddieCol.collider.transform.rotation);
Key.SetActive(true);

// Swap ground material for a bit to indicate we scored.
StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.failMaterial, 0.5f));
ResetScene();
}
Quaternion GetRandomRot()

//Reset Key
Key.SetActive(false);
//Reset Tombstone
Tombstone.SetActive(false);
//End Episode
foreach (var item in DragonsList)

8
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentEscape.cs


public class PushAgentEscape : Agent
{
public GameObject MyKey;
public bool IHaveAKey;
public GameObject MyKey; //my key gameobject. will be enabled when key picked up.
public bool IHaveAKey; //have i picked up a key
private PushBlockSettings m_PushBlockSettings;
private Rigidbody m_AgentRb;
private DungeonEscapeEnvController m_GameController;

if (col.transform.CompareTag("portal"))
{
m_GameController.TouchedHazard(this);
// MyKey.SetActive(false);
// IHaveAKey = false;
}
}

if (col.transform.CompareTag("key") && col.transform.parent == transform.parent && gameObject.activeInHierarchy)
{
print("picked up key");
print("Picked up key");
MyKey.SetActive(true);
IHaveAKey = true;
col.gameObject.SetActive(false);

2
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/DungeonEscape.onnx.meta


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fileIDToRecycleName:
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1001
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockDungeon.onnx
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