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/hh-develop-fps_game_project
HH 4 年前
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9061a774
共有 11 个文件被更改,包括 1181 次插入12 次删除
  1. 4
      Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSAgentInput.cs
  2. 2
      Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSPlayerInputActions.cs
  3. 2
      Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSPlayerInputActions.inputactions
  4. 908
      Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
  5. 30
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs
  6. 8
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets.meta
  7. 23
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/Shield.fbx
  8. 97
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/Shield.fbx.meta
  9. 22
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/Shield2.fbx
  10. 97
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/Shield2.fbx.meta

4
Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSAgentInput.cs


// shootInput = gamepad.rightTrigger.isPressed;
shieldInput = actionMap.Shield.ReadValue<float>() > 0;
// rotateInput = actionMap.RotateBody.ReadValue<Vector2>();
rotateInput = actionMap.Rotate.ReadValue<float>() * .1f;
// rotateInput = actionMap.Rotate.ReadValue<float>();
// rotateInput = actionMap.Rotate.ReadValue<float>() * .1f;
rotateInput = actionMap.Rotate.ReadValue<float>();
// rotateInput = actionMap.RotateBody.ReadValue<Vector2>();
// jumpInput = actionMap.Jump.ReadValue<float>() > 0;
// jumpInput = actionMap.Jump.triggered;

2
Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSPlayerInputActions.cs


""id"": ""ac165f0a-fa27-4311-b148-2689537b942b"",
""path"": ""<Mouse>/delta/x"",
""interactions"": """",
""processors"": """",
""processors"": ""Clamp(min=-1,max=1)"",
""groups"": """",
""action"": ""Rotate"",
""isComposite"": false,

2
Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSPlayerInputActions.inputactions


"id": "ac165f0a-fa27-4311-b148-2689537b942b",
"path": "<Mouse>/delta/x",
"interactions": "",
"processors": "",
"processors": "Clamp(min=-1,max=1)",
"groups": "",
"action": "Rotate",
"isComposite": false,

908
Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
文件差异内容过多而无法显示
查看文件

30
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs


}
// private float yaw;
// private float pitch;
// public float mouseSensitivity;
// public float mouseSensitivityMultiplier;
// public float maxMouseSmoothTime;
// public float mouseSmoothing;
// public Vector2 pitchMinMax;
// public float smoothPitch;
// public float pitchSmoothV;
// public float smoothYaw;
// public float yawSmoothV;
// public void RotateBody(float rotateAxis, float forwardAxis)
// {
// // Look input
// yaw += Input.GetAxisRaw ("Mouse X") * mouseSensitivity / 10 * mouseSensitivityMultiplier;
// pitch -= Input.GetAxisRaw ("Mouse Y") * mouseSensitivity / 10 * mouseSensitivityMultiplier;
// pitch = Mathf.Clamp (pitch, pitchMinMax.x, pitchMinMax.y);
// float mouseSmoothTime = Mathf.Lerp (0.01f, maxMouseSmoothTime, mouseSmoothing);
// smoothPitch = Mathf.SmoothDampAngle (smoothPitch, pitch, ref pitchSmoothV, mouseSmoothTime);
// float smoothYawOld = smoothYaw;
// smoothYaw = Mathf.SmoothDampAngle (smoothYaw, yaw, ref yawSmoothV, mouseSmoothTime);
// if (!debug_playerFrozen && Time.timeScale > 0) {
// cam.transform.localEulerAngles = Vector3.right * smoothPitch;
// transform.Rotate (Vector3.up * Mathf.DeltaAngle (smoothYawOld, smoothYaw), Space.Self);
// }
// rb.MoveRotation(rb.rotation * amount);
//
// }
public void RotateBody(float rotateAxis, float forwardAxis)
{
var walkingBackwardsCoeff = 1;

8
Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets.meta


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23
Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/Shield.fbx


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