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add new input system

/hh-develop-fps_game_project
HH 4 年前
当前提交
fe846021
共有 7 个文件被更改,包括 265 次插入274 次删除
  1. 110
      Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPS_Player_InputActions.inputactions
  2. 241
      Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity
  3. 31
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs
  4. 119
      Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs
  5. 4
      Project/ProjectSettings/EditorBuildSettings.asset
  6. 26
      Project/Assets/InputSystem.inputsettings.asset
  7. 8
      Project/Assets/InputSystem.inputsettings.asset.meta

110
Project/Assets/ML-Agents/Examples/FPS_Game/Input/FPS_Player_InputActions.inputactions


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"actions": [
{
"name": "WalkForward",
"type": "Button",
"name": "Walk",
"type": "Value",
"expectedControlType": "Button",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},

"interactions": ""
},
{
"name": "Look",
"type": "Button",
"name": "RotateBody",
"type": "Value",
"expectedControlType": "Button",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
}

"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"action": "Walk",
"isComposite": true,
"isPartOfComposite": false
},

"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"action": "Walk",
"isComposite": false,
"isPartOfComposite": true
},

"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"action": "Walk",
"isComposite": false,
"isPartOfComposite": true
},

"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"action": "Walk",
"isComposite": false,
"isPartOfComposite": true
},

"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "2D Vector",
"id": "6199d9f2-d514-4b6c-8173-c24b1349c776",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "1033d939-5124-48da-a99f-0f61382c3151",
"path": "<Gamepad>/leftStick/up",
"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "0f799210-4726-423d-8ebf-1cb379a14cb6",
"path": "<Gamepad>/leftStick/down",
"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "e7af2d69-694b-45f0-a49d-ad3eaeeaaeff",
"path": "<Gamepad>/leftStick/left",
"interactions": "",
"processors": "",
"groups": "",
"action": "WalkForward",
"action": "Walk",
"name": "right",
"id": "6afb8e31-4261-41cc-b3aa-643157dcc790",
"path": "<Gamepad>/leftStick/right",
"name": "",
"id": "6fdb596c-c0bb-4f37-b409-c235e9612acf",
"path": "<Gamepad>/leftStick",
"action": "WalkForward",
"action": "Walk",
"isPartOfComposite": true
"isPartOfComposite": false
},
{
"name": "",

{
"name": "",
"id": "fe641861-0da7-43ba-8bd6-e95a17232a77",
"path": "<Gamepad>/rightTrigger",
"path": "<XInputController>/rightTrigger",
"interactions": "",
"processors": "",
"groups": "",

"isPartOfComposite": false
},
{
"name": "1D Axis",
"id": "0ac55017-fbd5-47db-9807-0246e1681669",
"path": "1DAxis",
"name": "",
"id": "0c0d917f-0af9-4575-b970-f441fd97db20",
"path": "<Gamepad>/rightStick",
"action": "Look",
"isComposite": true,
"action": "RotateBody",
"isComposite": false,
},
{
"name": "negative",
"id": "9258da46-d533-4942-82a5-53c124e9d3e5",
"path": "<Gamepad>/rightStick/left",
"interactions": "",
"processors": "",
"groups": "",
"action": "Look",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "positive",
"id": "96d7bfb8-6f00-45ba-97b7-e523dd0e4546",
"path": "<Gamepad>/rightStick/right",
"interactions": "",
"processors": "",
"groups": "",
"action": "Look",
"isComposite": false,
"isPartOfComposite": true
}
]
}

241
Project/Assets/ML-Agents/Examples/FPS_Game/Scenes/FPS_Game.unity


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31
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/AgentCubeMovement.cs


{
var vel = rb.velocity.magnitude;
float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentTerminalVel);
rb.AddForce(dir.normalized * adjustedSpeed,
runningForceMode);
// rb.AddForce(dir.normalized * adjustedSpeed, runningForceMode);
rb.AddForce(dir * adjustedSpeed, runningForceMode);
if (AnimateBodyMesh)
{
bodyMesh.localPosition = Vector3.zero +

}
}
// public void RunOnGround(Rigidbody rb, Vector3 dir)
// {
// if (dir == Vector3.zero)
// {
// if (AnimateBodyMesh)
// {
// bodyMesh.localPosition = Vector3.zero;
// }
// }
// else
// {
// var vel = rb.velocity.magnitude;
// float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentTerminalVel);
// rb.AddForce(dir.normalized * adjustedSpeed,
// runningForceMode);
// if (AnimateBodyMesh)
// {
// bodyMesh.localPosition = Vector3.zero +
// Vector3.up * walkingAnimScale * walkingBounceCurve.Evaluate(
// m_animateBodyMeshCurveTimer);
// m_animateBodyMeshCurveTimer += Time.fixedDeltaTime;
// }
// // rb.AddForceAtPosition(dir.normalized * adjustedSpeed,transform.TransformPoint(Vector3.forward * standingForcePositionOffset),
// // runningForceMode);
//
// }
// }
public void RunInAir(Rigidbody rb, Vector3 dir)
{

119
Project/Assets/ML-Agents/Examples/FPS_Game/Scripts/FPSAgent.cs


using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine.InputSystem;
public class FPSAgent : Agent
{

public bool useVectorObs;
// bool m_Shoot;
private Camera m_Cam;
[Header("HEALTH")] public AgentHealth agentHealth;

// sensor.AddObservation(m_Frozen);
sensor.AddObservation(m_ShootInput);
}
// else if (useVectorFrozenFlag)
// {
// sensor.AddObservation(m_Frozen);

public void MoveAgent(ActionSegment<float> act)
{
// if (!m_Frozen)
// {
// var shootCommand = false;

m_Rotate = act[2];
m_ShootInput = act[3];
m_CubeMovement.RotateBody(m_Rotate, m_InputV);
m_CubeMovement.RunOnGround(m_AgentRb, m_Cam.transform.TransformDirection(new Vector3(0, 0, m_InputV)));
// m_CubeMovement.RunOnGround(m_AgentRb, m_Cam.transform.TransformDirection(new Vector3(0, 0, m_InputV)));
m_CubeMovement.RunOnGround(m_AgentRb,
m_Cam.transform.TransformDirection(new Vector3(m_InputH, 0, m_InputV)));
// if (m_InputH != 0)
// {

// rightStrafe = false;
// }
//
m_CubeMovement.Strafe(transform.right * m_InputH);
// m_CubeMovement.Strafe(transform.right * m_InputH);
// }
if (m_ShootInput > 0)
{

{
m_AgentRb.velocity *= 0.95f;
}
}
// void OnCollisionEnter(Collision col)

public float m_InputH;
private float m_InputV;
private float m_Rotate;
private float m_ShootInput;
void Update()
{
// m_InputH = Input.GetKeyDown(KeyCode.K) ? 1 : Input.GetKeyDown(KeyCode.J) ? -1 : 0; //inputH

}
if (Input.GetKeyDown(KeyCode.J))
{
leftStrafe = true;

void FixedUpdate()
// void FixedUpdate()
// {
// m_InputV = Input.GetKey(KeyCode.W) ? 1 : Input.GetKey(KeyCode.S) ? -1 : 0; //inputV
// // m_InputH = 0;
// // m_InputH += Input.GetKeyDown(KeyCode.Q) ? -1 : 0;
// // m_InputH += Input.GetKeyDown(KeyCode.E) ? 1 : 0;
// // m_InputH = Input.GetKeyDown(KeyCode.E) ? 1 : Input.GetKeyDown(KeyCode.Q) ? -1 : 0; //inputH
// m_Rotate = 0;
// m_Rotate += Input.GetKey(KeyCode.A) ? -1 : 0;
// m_Rotate += Input.GetKey(KeyCode.D) ? 1 : 0;
// // m_Rotate = Input.GetKey(KeyCode.D) ? 1 : Input.GetKey(KeyCode.A) ? -1 : 0; //rotate
// m_ShootInput = Input.GetKey(KeyCode.Space) ? 1 : 0; //shoot
// }
private Vector2 inputMovement;
private Vector2 rotateMovement;
public float m_ShootInput;
public void OnMovement(InputAction.CallbackContext value)
m_InputV = Input.GetKey(KeyCode.W) ? 1 : Input.GetKey(KeyCode.S) ? -1 : 0; //inputV
// m_InputH = 0;
// m_InputH += Input.GetKeyDown(KeyCode.Q) ? -1 : 0;
// m_InputH += Input.GetKeyDown(KeyCode.E) ? 1 : 0;
// m_InputH = Input.GetKeyDown(KeyCode.E) ? 1 : Input.GetKeyDown(KeyCode.Q) ? -1 : 0; //inputH
m_Rotate = 0;
m_Rotate += Input.GetKey(KeyCode.A) ? -1 : 0;
m_Rotate += Input.GetKey(KeyCode.D) ? 1 : 0;
// m_Rotate = Input.GetKey(KeyCode.D) ? 1 : Input.GetKey(KeyCode.A) ? -1 : 0; //rotate
m_ShootInput = Input.GetKey(KeyCode.Space) ? 1 : 0; //shoot
inputMovement = value.ReadValue<Vector2>();
public override void Heuristic(in ActionBuffers actionsOut)
public void OnRotate(InputAction.CallbackContext value)
var contActionsOut = actionsOut.ContinuousActions;
contActionsOut[0] = m_InputV; //inputV
contActionsOut[2] = m_Rotate; //rotate
contActionsOut[3] = m_ShootInput; //shoot
// contActionsOut[0] = Input.GetKey(KeyCode.W) ? 1 : Input.GetKey(KeyCode.S) ? -1 : 0; //inputV
// contActionsOut[1] = Input.GetKeyDown(KeyCode.E) ? 1 : Input.GetKeyDown(KeyCode.Q) ? -1 : 0; //inputH
// contActionsOut[2] = Input.GetKey(KeyCode.D) ? 1 : Input.GetKey(KeyCode.A) ? -1 : 0; //rotate
// contActionsOut[3] = Input.GetKey(KeyCode.Space) ? 1 : 0; //shoot
m_InputH = 0;
if (leftStrafe)
rotateMovement = value.ReadValue<Vector2>();
}
public void OnShoot(InputAction.CallbackContext value)
{
// m_ShootInput = value.canceled? 0: value.ReadValue<float>();
// m_ShootInput = 0;
if (value.started)
{
print("started");
}
if (value.performed)
{
print("performed" + Time.frameCount);
}
if (!value.canceled)
// print("leftstrafe");
m_InputH += -1;
leftStrafe = false;
print("not cancelled" + Time.frameCount + m_ShootInput);
m_ShootInput = value.ReadValue<float>();
// m_ShootInput = value.
if (rightStrafe)
else
// print("rightstrafe");
m_InputH += 1;
rightStrafe = false;
m_ShootInput = 0;
print("cancelled" + Time.frameCount + m_ShootInput);
contActionsOut[1] = m_InputH; //inputH
public override void Heuristic(in ActionBuffers actionsOut)
{
var contActionsOut = actionsOut.ContinuousActions;
// contActionsOut[0] = m_InputV; //inputV
// contActionsOut[2] = m_Rotate; //rotate
contActionsOut[3] = m_ShootInput; //shoot
// contActionsOut[0] = Input.GetKey(KeyCode.W) ? 1 : Input.GetKey(KeyCode.S) ? -1 : 0; //inputV
// contActionsOut[1] = Input.GetKeyDown(KeyCode.E) ? 1 : Input.GetKeyDown(KeyCode.Q) ? -1 : 0; //inputH
// contActionsOut[2] = Input.GetKey(KeyCode.D) ? 1 : Input.GetKey(KeyCode.A) ? -1 : 0; //rotate
// contActionsOut[3] = Input.GetKey(KeyCode.Space) ? 1 : 0; //shoot
contActionsOut[0] = inputMovement.y;
contActionsOut[1] = inputMovement.x;
contActionsOut[2] = rotateMovement.x;
// m_InputH = 0;
// if (leftStrafe)
// {
// // print("leftstrafe");
// m_InputH += -1;
// leftStrafe = false;
// }
//
// if (rightStrafe)
// {
// // print("rightstrafe");
// m_InputH += 1;
// rightStrafe = false;
// }
//
// contActionsOut[1] = m_InputH; //inputH
}
}

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