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updated particles & input

/hh-develop-fps_game_project
HH 4 年前
当前提交
fe569079
共有 28 个文件被更改,包括 2486 次插入89 次删除
  1. 7
      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. 13
      Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Projectile.prefab
  5. 914
      Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
  6. 21
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs
  7. 53
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentHealth.cs
  8. 22
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs
  9. 16
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/GunController.cs
  10. 45
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/MultiGunAlternating.cs
  11. 13
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/Projectile.cs
  12. 65
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShieldController.cs
  13. 5
      Project/Assets/ML-Agents/Examples/SharedAssets/Materials/AgentBlue.mat
  14. 2
      Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Outline.mat
  15. 25
      Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Projectile.mat
  16. 7
      Project/ProjectSettings/DynamicsManager.asset
  17. 8
      Project/Assets/ML-Agents/Examples/FPS_Game/Materials.meta
  18. 1001
      Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Gun Impact Particles.prefab
  19. 7
      Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Gun Impact Particles.prefab.meta
  20. 39
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/PoolGameObjects.cs
  21. 11
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/PoolGameObjects.cs.meta
  22. 81
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/MuzzleFlash.prefab
  23. 7
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/MuzzleFlash.prefab.meta
  24. 82
      Project/Assets/ML-Agents/Examples/SharedAssets/Materials/MuzzleFlash.mat
  25. 8
      Project/Assets/ML-Agents/Examples/SharedAssets/Materials/MuzzleFlash.mat.meta
  26. 111
      Project/Assets/ML-Agents/Examples/FPS_Game/Materials/FIRE.mat
  27. 8
      Project/Assets/ML-Agents/Examples/FPS_Game/Materials/FIRE.mat.meta

7
Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPSAgentInput.cs


public class FPSAgentInput : MonoBehaviour
{
public bool DisableInput = false;
private FPSPlayerInputActions inputActions;
private FPSPlayerInputActions.PlayerActionMapActions actionMap;
private Gamepad gamepad;

{
// Vector2 move = gamepad.leftStick.ReadValue();
if (DisableInput)
{
return;
}
shieldInput = gamepad.leftTrigger.isPressed;
// rotateInput = actionMap.RotateBody.ReadValue<Vector2>();
rotateInput = actionMap.RotateBody.ReadValue<Vector2>();
// jumpInput = actionMap.Jump.ReadValue<float>() > 0;
// jumpInput = actionMap.Jump.performed;

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


""id"": ""0c0d917f-0af9-4575-b970-f441fd97db20"",
""path"": ""<Gamepad>/rightStick"",
""interactions"": """",
""processors"": ""StickDeadzone"",
""processors"": ""StickDeadzone(min=0.15,max=0.925)"",
""groups"": """",
""action"": ""RotateBody"",
""isComposite"": false,

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


"id": "0c0d917f-0af9-4575-b970-f441fd97db20",
"path": "<Gamepad>/rightStick",
"interactions": "",
"processors": "StickDeadzone",
"processors": "StickDeadzone(min=0.15,max=0.925)",
"groups": "",
"action": "RotateBody",
"isComposite": false,

13
Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Projectile.prefab


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914
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

21
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs


// public float standingForce = 10;
// public ForceMode standingForceForceMode;
// public float standingForcePositionOffset = .5f;
public bool applyStandingForce = false;
public float standingForce = 10;
public ForceMode standingForceForceMode;
public float standingForcePositionOffset = .5f;
void FixedUpdate()
{

strafeCoolDownTimer += Time.fixedDeltaTime;
dashCoolDownTimer += Time.fixedDeltaTime;
if (applyStandingForce)
{
//STANDING FORCES
rb.AddForceAtPosition(Vector3.up * standingForce, transform.TransformPoint(Vector3.up * standingForcePositionOffset),
standingForceForceMode);
rb.AddForceAtPosition(-Vector3.up * standingForce, transform.TransformPoint(-Vector3.up * standingForcePositionOffset),
standingForceForceMode);
}
// //STANDING FORCES
// rb.AddForceAtPosition(Vector3.up * standingForce,transform.TransformPoint(Vector3.up * standingForcePositionOffset),
// standingForceForceMode);
// rb.AddForceAtPosition(-Vector3.up * standingForce,transform.TransformPoint(-Vector3.up * standingForcePositionOffset),
// standingForceForceMode);

53
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentHealth.cs


public class AgentHealth : MonoBehaviour
{
public float currentHealth = 100;
public float CurrentPercentage = 100;
public float DepletionRate = 5f; //constant rate at which ammo depletes when being used
public Slider UISlider;
public float damagePerHit = 5;
public MeshRenderer bodyMesh;
public Color damageColor;
public Color startingColor;
public float damageFlashDuration = .02f;
public Slider UISlider;
public ShieldController ShieldController;
currentHealth = 100;
UISlider.value = currentHealth;
CurrentPercentage = 100;
UISlider.value = CurrentPercentage;
if (bodyMesh)
{
startingColor = bodyMesh.sharedMaterial.color;
}
if (UISlider)
{
UISlider.value = CurrentPercentage;
}
}
private void OnCollisionEnter(Collision col)

currentHealth -= damagePerHit;
UISlider.value = currentHealth;
if (ShieldController && ShieldController.ShieldIsActive)
{
return;
}
CurrentPercentage = Mathf.Clamp(CurrentPercentage - DepletionRate, 0, 100);
StartCoroutine(BodyDamageFlash());
}
IEnumerator BodyDamageFlash()
{
WaitForFixedUpdate wait = new WaitForFixedUpdate();
if (bodyMesh)
{
bodyMesh.material.color = damageColor;
}
float timer = 0;
while (timer < damageFlashDuration)
{
timer += Time.fixedDeltaTime;
yield return wait;
}
if (bodyMesh)
{
bodyMesh.material.color = startingColor;
}
}
}

22
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs


// bool m_Shoot;
private Camera m_Cam;
[Header("HEALTH")] public AgentHealth agentHealth;
[Header("HEALTH")] public AgentHealth AgentHealth;
[Header("SHIELD")] public ShieldController AgentShield;
private FPSAgentInput input;
// Start is called before the first frame update

//
// m_CubeMovement.Strafe(transform.right * m_InputH);
// }
if (AgentShield && act[6] > 0)
{
AgentShield.ActivateShield(true);
}
else
{
AgentShield.ActivateShield(false);
}
if (m_ShootInput > 0)
{
gunController.Shoot();

contActionsOut[1] = input.moveInput.x;
contActionsOut[2] = input.rotateInput.x;
contActionsOut[3] = input.shootInput ? 1 : 0; //shoot
contActionsOut[4] = input.jumpInput ? 1 : 0; //shoot
contActionsOut[5] = input.dashInput ? 1 : 0; //shoot
// contActionsOut[0] = inputMovement.y;
// contActionsOut[1] = inputMovement.x;
// contActionsOut[2] = rotateMovement.x;
contActionsOut[4] = input.jumpInput ? 1 : 0; //jump
contActionsOut[5] = input.dashInput ? 1 : 0; //dash
contActionsOut[6] = input.shieldInput ? 1 : 0; //shield
// contActionsOut[0] = inputMovement.y;
// contActionsOut[1] = inputMovement.x;
// contActionsOut[2] = rotateMovement.x;
// m_InputH = 0;

16
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/GunController.cs


private bool m_TransformIsShaking;
CinemachineImpulseSource impulseSource;
public GameObject MuzzleFlashObject;
// Start is called before the first frame update
void Awake()

// p.projectileController = this;
p.gameObject.SetActive(false);
}
if (MuzzleFlashObject)
{
MuzzleFlashObject.SetActive(false);
}
initialized = true;
}

{
m_TransformIsShaking = true;
WaitForFixedUpdate wait = new WaitForFixedUpdate();
if (MuzzleFlashObject)
{
MuzzleFlashObject.transform.localScale = Random.Range(.5f, 1.2f) * Vector3.one;
MuzzleFlashObject.SetActive(true);
}
float timer = 0;
startPos = transform.localPosition;
while (timer < ShakeDuration)

yield return wait;
}
transform.localPosition = startPos;
if (MuzzleFlashObject)
{
MuzzleFlashObject.SetActive(false);
}
m_TransformIsShaking = false;
}

45
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/MultiGunAlternating.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MultiGunAlternating : MonoBehaviour
{

public bool coolDownComplete;
[Header("COOLDOWN & RELOAD")]
public float CurrentAmmoPercentage = 100; //the amount of ammo we currently have on a scale between 0-100
public float DepletionRate = .02f; //constant rate at which ammo depletes when being used
public float RegenRate = .01f; //constant rate at which ammo regenerates
public float CurrentPercentage = 100; //the amount of ammo we currently have on a scale between 0-100
public float DepletionRate = 5f; //constant rate at which ammo depletes when being used
public float RegenRate = .25f; //constant rate at which ammo regenerates
public
public Slider UISlider;
CurrentAmmoPercentage = 100;
CurrentPercentage = 100;
if (UISlider)
{
UISlider.value = CurrentPercentage;
}
// Update is called once per frame
void Update()
{
// if(shoot)
// while (Input.GetKey(shootKey))
// {
//// Shoot();
// ShootQuantity(1);
// }
// if (Input.GetKeyDown(shootKey))
// {
//// Shoot();
// ShootQuantity(1);
// }
}
void ShootGunAtIndex(int i)
{

if (coolDownComplete)
{
ShootGunAtIndex(currentGunIndex);
CurrentAmmoPercentage = Mathf.Clamp(CurrentAmmoPercentage - DepletionRate, 0, 100);
CurrentPercentage = Mathf.Clamp(CurrentPercentage - DepletionRate, 0, 100);
}
void Update()
{
if (UISlider)
{
UISlider.value = CurrentPercentage;
}
}
void FixedUpdate()

}
// }
shootTimer += Time.fixedDeltaTime;
CurrentAmmoPercentage = Mathf.Clamp(CurrentAmmoPercentage + RegenRate, 0, 100);
CurrentPercentage = Mathf.Clamp(CurrentPercentage + RegenRate, 0, 100);
}

13
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/Projectile.cs


public float maxTimeToLive = 3;
public float pauseCollisionDetectionWaitTime = .5f;
// [HideInInspector] public ShootProjectiles projectileController;
public PoolGameObjects impactParticlePool;
impactParticlePool = FindObjectOfType<PoolGameObjects>();
}

if (aliveTime > pauseCollisionDetectionWaitTime)
{
selfDestructNow = true;
}
foreach (var item in impactParticlePool.poolList)
{
if (!item.gameObject.activeInHierarchy)
{
item.transform.position = rb.transform.position;
item.gameObject.SetActive(true);
return;
}
}
// print(col.gameObject.name);
}

65
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/ShieldController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShieldController : MonoBehaviour
{

public bool ShieldIsActive;
[Header("COOLDOWN & REGEN")]
public float CurrentPercentage = 100; //the amount of ammo we currently have on a scale between 0-100
public float DepletionRate = 5f; //constant rate at which ammo depletes when being used
public float RegenRate = .25f; //constant rate at which ammo regenerates
public Slider UISlider;
CurrentPercentage = 100;
if (UISlider)
{
UISlider.value = CurrentPercentage;
}
if (Input.GetKey(shieldKey))
// if (Input.GetKey(shieldKey))
// {
// ActivateShield(true);
//// if (!shieldGO.activeInHierarchy)
//// {
//// shieldGO.SetActive(true);
//// ShieldIsActive = true;
//// }
// }
// else
// {
// ActivateShield(false);
//// if (shieldGO.activeInHierarchy)
//// {
//// shieldGO.SetActive(false);
//// ShieldIsActive = false;
//// }
// }
if (UISlider)
if (!shieldGO.activeInHierarchy)
{
shieldGO.SetActive(true);
}
UISlider.value = CurrentPercentage;
}
}
public void ActivateShield(bool shouldBeActive)
{
if (!shieldGO.activeInHierarchy && shouldBeActive)
{
shieldGO.SetActive(true);
ShieldIsActive = true;
}
if (shieldGO.activeInHierarchy && !shouldBeActive)
{
shieldGO.SetActive(false);
ShieldIsActive = false;
}
if (ShieldIsActive)
{
CurrentPercentage = Mathf.Clamp(CurrentPercentage - DepletionRate, 0, 100);
if (shieldGO.activeInHierarchy)
{
shieldGO.SetActive(false);
}
CurrentPercentage = Mathf.Clamp(CurrentPercentage + RegenRate, 0, 100);
}
}
}

5
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/AgentBlue.mat


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2
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Outline.mat


m_Colors:
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- _OutlineCol: {r: 1, g: 0.7768053, b: 0, a: 1}

25
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Projectile.mat


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7
Project/ProjectSettings/DynamicsManager.asset


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8
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1001
Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Gun Impact Particles.prefab
文件差异内容过多而无法显示
查看文件

7
Project/Assets/ML-Agents/Examples/FPS_Game/Prefabs/Gun Impact Particles.prefab.meta


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39
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/PoolGameObjects.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PoolGameObjects : MonoBehaviour
{
public int numberOfObjectsToPool;
public GameObject objectPrefab;
public bool setupComplete;
public List<GameObject> poolList;
public List<Rigidbody> rbList;
// public SphericalGravity sphericalGravity;
// public bool addSphericalGravityForces = true;
void Awake()
{
// sphericalGravity = FindObjectOfType<SphericalGravity>();
PoolObjects();
}
public void PoolObjects()
{
poolList = new List<GameObject>(numberOfObjectsToPool);
for (int i = 0; i < numberOfObjectsToPool; i++)
{
GameObject obj = Instantiate(objectPrefab, transform.position, Quaternion.identity); //will be parent of rhythmNodes
Rigidbody rb = obj.GetComponent<Rigidbody>();
if (rb)
{
rbList.Add(rb);
// if(sphericalGravity && addSphericalGravityForces)
// {
// sphericalGravity.rbList.Add(rb);
// }
}
obj.transform.SetParent(transform); //parent the GameObject
obj.SetActive(false);
poolList.Add(obj);
}
setupComplete = true;
}
}

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


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81
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/MuzzleFlash.prefab


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