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add symbol arena

/hh-develop-fps_game_project
HH 4 年前
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d2943d34
共有 6 个文件被更改,包括 2030 次插入9 次删除
  1. 956
      Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
  2. 5
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs
  3. 3
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs
  4. 936
      Project/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
  5. 42
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/CircleArena.fbx
  6. 97
      Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/CircleArena.fbx.meta

956
Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
文件差异内容过多而无法显示
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5
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs


}
}
// public float WalkSmoothing = 3;
// private float agentVel;
public void RunOnGround(Vector3 dir)
{
if (dir == Vector3.zero)

{
var vel = rb.velocity.magnitude;
float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentTerminalVel);
// float adjustedSpeed = Mathf.MoveTowards(vel, agentRunSpeed, WalkSmoothing);
// float adjustedSpeed = Mathf.SmoothDamp(vel, agentRunSpeed, ref agentVel, WalkSmoothing, agentTerminalVel);
// rb.AddForce(dir.normalized * adjustedSpeed, runningForceMode);
rb.AddForce(dir * adjustedSpeed, runningForceMode);
if (AnimateBodyMesh)

3
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs


m_CubeMovement.RotateBody(m_Rotate, m_InputV);
Vector3 moveDir = input.Cam.transform.TransformDirection(new Vector3(m_InputH, 0, m_InputV));
// m_CubeMovement.RunOnGround(m_AgentRb, m_Cam.transform.TransformDirection(new Vector3(0, 0, m_InputV)));
m_CubeMovement.RunOnGround(m_AgentRb, moveDir);
// m_CubeMovement.RunOnGround(m_AgentRb, moveDir);
m_CubeMovement.RunOnGround(moveDir);
// if (m_InputH != 0)
// {

936
Project/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
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42
Project/Assets/ML-Agents/Examples/FPS_Game/3D Assets/CircleArena.fbx


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secondaryUVHardAngle: 88
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tangentSpace:
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normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
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rootMotionBoneName:
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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animationType: 2
humanoidOversampling: 1
avatarSetup: 0
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:
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