HH
4 年前
当前提交
cb1010b7
共有 25 个文件被更改,包括 4385 次插入 和 2055 次删除
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963Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab
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11Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockCollab.unity
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413Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity
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4Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentCollab.cs
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3Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockEnvController.cs
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299Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockDeathEnvController.cs
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998Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx
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2Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx.meta
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2Project/ProjectSettings/TagManager.asset
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634Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab.meta
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720Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridZombie.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridZombie.prefab.meta
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634Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentWithGrid.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentWithGrid.prefab.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab.meta
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142Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs
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12Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs.meta
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358Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Key.prefab
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7Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Key.prefab.meta
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202Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Lock.prefab
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7Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Lock.prefab.meta
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0/Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx
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0/Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx.meta
963
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab
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998
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx
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1001
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab
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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//Put this script on your blue cube.
|
|||
|
|||
using System.Collections; |
|||
using UnityEngine; |
|||
using Unity.MLAgents; |
|||
using Unity.MLAgents.Sensors; |
|||
using Unity.MLAgents.Actuators; |
|||
|
|||
public class PushAgentZombie : Agent |
|||
{ |
|||
|
|||
public GameObject MyKey; |
|||
public bool IHaveAKey; |
|||
private PushBlockSettings m_PushBlockSettings; |
|||
private Rigidbody m_AgentRb; //cached on initialization
|
|||
private ZombiePushBlockDeathEnvController m_GameController; |
|||
|
|||
public override void Initialize() |
|||
{ |
|||
m_GameController = GetComponentInParent<ZombiePushBlockDeathEnvController>(); |
|||
m_AgentRb = GetComponent<Rigidbody>(); |
|||
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>(); |
|||
MyKey.SetActive(false); |
|||
IHaveAKey = false; |
|||
} |
|||
|
|||
public override void OnEpisodeBegin() |
|||
{ |
|||
MyKey.SetActive(false); |
|||
IHaveAKey = false; |
|||
} |
|||
|
|||
public override void CollectObservations(VectorSensor sensor) |
|||
{ |
|||
// if (useVectorObs)
|
|||
// {
|
|||
sensor.AddObservation(IHaveAKey); |
|||
// sensor.AddObservation(m_GameController.PlayerDict[this].HoldingSwitch);
|
|||
// sensor.AddObservation(m_GameController.PlayerDict[this].Scored);
|
|||
// }
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Moves the agent according to the selected action.
|
|||
/// </summary>
|
|||
public void MoveAgent(ActionSegment<int> act) |
|||
{ |
|||
var dirToGo = Vector3.zero; |
|||
var rotateDir = Vector3.zero; |
|||
|
|||
var action = act[0]; |
|||
|
|||
switch (action) |
|||
{ |
|||
case 1: |
|||
dirToGo = transform.forward * 1f; |
|||
break; |
|||
case 2: |
|||
dirToGo = transform.forward * -1f; |
|||
break; |
|||
case 3: |
|||
rotateDir = transform.up * 1f; |
|||
break; |
|||
case 4: |
|||
rotateDir = transform.up * -1f; |
|||
break; |
|||
case 5: |
|||
dirToGo = transform.right * -0.75f; |
|||
break; |
|||
case 6: |
|||
dirToGo = transform.right * 0.75f; |
|||
break; |
|||
} |
|||
transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f); |
|||
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, |
|||
ForceMode.VelocityChange); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Called every step of the engine. Here the agent takes an action.
|
|||
/// </summary>
|
|||
public override void OnActionReceived(ActionBuffers actionBuffers) |
|||
{ |
|||
// Move the agent using the action.
|
|||
MoveAgent(actionBuffers.DiscreteActions); |
|||
} |
|||
|
|||
void OnCollisionEnter(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag("lock")) |
|||
{ |
|||
if (IHaveAKey) |
|||
{ |
|||
m_GameController.UnlockBlock(col.transform); |
|||
MyKey.SetActive(false); |
|||
IHaveAKey = false; |
|||
} |
|||
} |
|||
if (col.transform.CompareTag("zombie")) |
|||
{ |
|||
m_GameController.KilledByZombie(this, col); |
|||
MyKey.SetActive(false); |
|||
IHaveAKey = false; |
|||
} |
|||
} |
|||
|
|||
void OnTriggerEnter(Collider col) |
|||
{ |
|||
//if we find a key and it's parent is the main platform we can pick it up
|
|||
// if (col.transform.CompareTag("key"))
|
|||
if (col.transform.CompareTag("key") && col.transform.parent == transform.parent && gameObject.activeInHierarchy) |
|||
{ |
|||
print("picked up key"); |
|||
MyKey.SetActive(true); |
|||
IHaveAKey = true; |
|||
col.gameObject.SetActive(false); |
|||
// DestroyImmediate(col.gameObject);
|
|||
} |
|||
} |
|||
|
|||
public override void Heuristic(in ActionBuffers actionsOut) |
|||
{ |
|||
var discreteActionsOut = actionsOut.DiscreteActions; |
|||
discreteActionsOut[0] = 0; |
|||
if (Input.GetKey(KeyCode.D)) |
|||
{ |
|||
discreteActionsOut[0] = 3; |
|||
} |
|||
else if (Input.GetKey(KeyCode.W)) |
|||
{ |
|||
discreteActionsOut[0] = 1; |
|||
} |
|||
else if (Input.GetKey(KeyCode.A)) |
|||
{ |
|||
discreteActionsOut[0] = 4; |
|||
} |
|||
else if (Input.GetKey(KeyCode.S)) |
|||
{ |
|||
discreteActionsOut[0] = 2; |
|||
} |
|||
} |
|||
} |
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