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change input to raw, add shield controller, gun controller

/hh-develop-fps_game_project
HH 4 年前
当前提交
c4f623f5
共有 12 个文件被更改,包括 785 次插入543 次删除
  1. 594
      Project/Assets/ML-Agents/Examples/Crawler/Prefabs/DynamicPlatform.prefab
  2. 7
      Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Projectile.prefab
  3. 543
      Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
  4. 11
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs
  5. 4
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs
  6. 2
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/Projectile.cs
  7. 2
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShootProjectiles.cs
  8. 7
      Project/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatFloor.mat
  9. 102
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/GunController.cs
  10. 11
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/GunController.cs.meta
  11. 34
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShieldController.cs
  12. 11
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShieldController.cs.meta

594
Project/Assets/ML-Agents/Examples/Crawler/Prefabs/DynamicPlatform.prefab


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11
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs


// lookDir += Input.GetKey(KeyCode.A) ? Vector3.left : Vector3.zero;
//BODY ROTATION
lookDir = Input.GetAxis("Horizontal");
lookDir = Input.GetAxisRaw("Horizontal");
inputV = Input.GetAxis("Vertical");
inputV = Input.GetAxisRaw("Vertical");
//LATERAL MOVEMENT
inputH = 0;

if (groundCheck.isGrounded)
{
RunOnGround(rb, dir.normalized);
// print("running");
}
}

{
AddIdleDrag(rb);
// print("AddIdleDrag");
}
}

// rb.MoveRotation( Quaternion.Euler(0, lookDir * agentRotationSpeed * walkingBackwardsCoeff * Time.fixedDeltaTime, 0));
RotateBody(lookDir, inputV);
// print("rotating");
// rb.rotation *= Quaternion.AngleAxis(); rb.rotation * Quaternion. (rb.rotation, rot, agentRotationSpeed * Time.fixedDeltaTime);
}

if (groundCheck && !groundCheck.isGrounded)
{
AddFallingForce(rb);
// print("AddFallingForce");
}

4
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs


{
private AgentCubeMovement m_CubeMovement;
public ShootProjectiles shootController;
public GunController gunController;
public bool useVectorObs;
Rigidbody m_AgentRb;
bool m_Shoot;

m_CubeMovement.RotateBody(rotateAxis, forwardAxis);
if (shootAxis > 0)
{
shootController.Shoot();
// gunController.Shoot();
}
// }

2
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/Projectile.cs


public bool selfDestructNow;
public float maxTimeToLive = 3;
public float pauseCollisionDetectionWaitTime = .5f;
[HideInInspector] public ShootProjectiles projectileController;
// [HideInInspector] public ShootProjectiles projectileController;
void Awake()

2
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShootProjectiles.cs


Projectile p = obj.GetComponent<Projectile>();
projectilePoolList.Add(p);
p.transform.position = projectileStartingPos.position;
p.projectileController = this;
// p.projectileController = this;
p.gameObject.SetActive(false);
}

7
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatFloor.mat


Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: GridMatFloor
m_Shader: {fileID: 4800000, guid: bbecf177c38d84ff08d7c683c116affd, type: 3}
m_ShaderKeywords:

- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _CellColor: {r: 0.116, g: 0.116, b: 0.116, a: 1}
- _CellColor: {r: 0.11320752, g: 0.11320752, b: 0.11320752, a: 1}
- _Color: {r: 0.935151, g: 0.9705882, b: 0.3282872, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _LineColor: {r: 0.15686275, g: 0.15686275, b: 0.15686275, a: 1}

102
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/GunController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunController : MonoBehaviour
{
private bool initialized; //has this robot been initialized
public KeyCode shootKey = KeyCode.J;
//SHOOTING RATE
[Header("SHOOTING RATE")]
public float shootingRate = .02f; //can shoot every shootingRate seconds. ex: .5 can shoot every .5 seconds
private float shootTimer;
public bool coolDownWait;
//PROJECTILES
[Header("PROJECTILE")]
public GameObject projectilePrefab;
public int numberOfProjectilesToPool = 25;
public Transform projectileOrigin; //the transform the projectile will originate from
private List<Projectile> projectilePoolList = new List<Projectile>(); //projectiles to shoot
//FORCES
[Header("FORCES")]
public float forceToUse;
public ForceMode forceMode;
// Start is called before the first frame update
void Start()
{
if (!initialized)
{
Initialize();
}
}
void OnEnable()
{
if (!initialized)
{
Initialize();
}
}
void Initialize()
{
projectilePoolList.Clear(); //clear list in case it's not empty
for (var i = 0; i < numberOfProjectilesToPool; i++)
{
GameObject obj = Instantiate(projectilePrefab, transform.position, Quaternion.identity);
Projectile p = obj.GetComponent<Projectile>();
projectilePoolList.Add(p);
p.transform.position = projectileOrigin.position;
// p.projectileController = this;
p.gameObject.SetActive(false);
}
initialized = true;
}
void Update()
{
if (Input.GetKey(shootKey))
{
Shoot();
}
}
void FixedUpdate()
{
coolDownWait = shootTimer > shootingRate ? false : true;
shootTimer += Time.fixedDeltaTime;
}
public void Shoot()
{
if (coolDownWait)
{
return;
}
shootTimer = 0; //reset timer
//shoot first available projectile in the pool
foreach (var item in projectilePoolList)
{
if (!item.gameObject.activeInHierarchy)
{
item.rb.transform.position = projectileOrigin.position;
item.rb.transform.rotation = projectileOrigin.rotation;
item.rb.velocity = Vector3.zero;
item.rb.angularVelocity = Vector3.zero;
item.rb.gameObject.SetActive(true);
item.rb.AddForce(projectileOrigin.forward * forceToUse, forceMode);
break;
}
}
}
}

11
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/GunController.cs.meta


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34
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShieldController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShieldController : MonoBehaviour
{
public KeyCode shieldKey = KeyCode.I;
public GameObject shieldGO;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(shieldKey))
{
if (!shieldGO.activeInHierarchy)
{
shieldGO.SetActive(true);
}
}
else
{
if (shieldGO.activeInHierarchy)
{
shieldGO.SetActive(false);
}
}
}
}

11
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShieldController.cs.meta


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