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public bool invertX; |
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public int score; |
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public GameObject myArea; |
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public float angle; |
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public float scale; |
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[HideInInspector] |
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FloatPropertiesChannel m_ResetParams; |
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float m_BallTouch; |
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Vector3 down = new Vector3(0f, -100f, 0f); |
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const float k_Angle = 90f; |
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const float k_MaxAngle = 145f; |
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const float k_MinAngle = 35f; |
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// Looks for the scoreboard based on the name of the gameObjects.
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// Do not modify the names of the Score GameObjects
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sensor.AddObservation(m_OpponentRb.velocity.y); |
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sensor.AddObservation(m_InvertMult * gameObject.transform.rotation.z); |
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sensor.AddObservation(System.Convert.ToInt32(m_BallScript.lastFloorHit == HitWall.FloorHit.FloorHitUnset)); |
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} |
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if (moveY > 0.0 && transform.position.y - transform.parent.transform.position.y < 0f) |
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{ |
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upward = moveY; |
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//m_AgentRb.velocity = new Vector3(m_AgentRb.velocity.x, moveY * 20f, 0f);
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//m_AgentRb.velocity = new Vector3(moveX * 30f, m_AgentRb.velocity.y, 0f);
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m_AgentRb.transform.rotation = Quaternion.Euler(0f, -180f, 55f * rotate + m_InvertMult * 90f); |
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// calculate angle between m_InvertMult * 35 and m_InvertMult * 145
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var angle = 55f * rotate + m_InvertMult * k_Angle; |
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var rotateZ = angle - gameObject.transform.rotation.eulerAngles.z; |
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Debug.Log(rotateZ); |
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gameObject.transform.Rotate(0f, 0f, rotateZ); |
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//m_AgentRb.transform.rotation = Quaternion.Euler(0f, -180f, 55f * rotate + m_InvertMult * 90f);
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if (invertX && transform.position.x - transform.parent.transform.position.x < -m_InvertMult || |
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!invertX && transform.position.x - transform.parent.transform.position.x > -m_InvertMult) |
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public void SetRacket() |
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{ |
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angle = m_ResetParams.GetPropertyWithDefault("angle", 55); |
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m_InvertMult * angle |
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m_InvertMult * k_Angle |
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); |
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} |
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