using System.Collections; using System.Collections.Generic; using UnityEngine; public class HallwayAgent : Agent { public GameObject ground; public GameObject area; public GameObject orangeGoal; public GameObject redGoal; public GameObject orangeBlock; public GameObject redBlock; RayPerception rayPer; Rigidbody shortBlockRB; Rigidbody agentRB; Material groundMaterial; Renderer groundRenderer; HallwayAcademy academy; int selection; public override void InitializeAgent() { base.InitializeAgent(); academy = FindObjectOfType(); brain = FindObjectOfType(); rayPer = GetComponent(); agentRB = GetComponent(); groundRenderer = ground.GetComponent(); groundMaterial = groundRenderer.material; } public override void CollectObservations() { float rayDistance = 12f; float[] rayAngles = { 20f, 60f, 90f, 120f, 160f }; string[] detectableObjects = { "orangeGoal", "redGoal", "orangeBlock", "redBlock", "wall" }; AddVectorObs((float)GetStepCount() / (float)agentParameters.maxStep); AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f)); } IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) { groundRenderer.material = mat; yield return new WaitForSeconds(time); groundRenderer.material = groundMaterial; } public void MoveAgent(float[] act) { Vector3 dirToGo = Vector3.zero; Vector3 rotateDir = Vector3.zero; if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous) { dirToGo = transform.forward * Mathf.Clamp(act[0], -1f, 1f); rotateDir = transform.up * Mathf.Clamp(act[1], -1f, 1f); } else { int action = Mathf.FloorToInt(act[0]); switch (action) { case 0: dirToGo = transform.forward * 1f; break; case 1: dirToGo = transform.forward * -1f; break; case 2: rotateDir = transform.up * 1f; break; case 3: rotateDir = transform.up * -1f; break; } } transform.Rotate(rotateDir, Time.deltaTime * 150f); agentRB.AddForce(dirToGo * academy.agentRunSpeed, ForceMode.VelocityChange); } public override void AgentAction(float[] vectorAction, string textAction) { AddReward(-1f / agentParameters.maxStep); MoveAgent(vectorAction); } void OnCollisionEnter(Collision col) { if (col.gameObject.CompareTag("orangeGoal") || col.gameObject.CompareTag("redGoal")) { if ((selection == 0 && col.gameObject.CompareTag("orangeGoal")) || (selection == 1 && col.gameObject.CompareTag("redGoal"))) { SetReward(1f); StartCoroutine(GoalScoredSwapGroundMaterial(academy.goalScoredMaterial, 0.5f)); } else { SetReward(-0.1f); StartCoroutine(GoalScoredSwapGroundMaterial(academy.failMaterial, 0.5f)); } Done(); } } public override void AgentReset() { float agentOffset = -15f; float blockOffset = 0f; selection = Random.Range(0, 2); if (selection == 0) { orangeBlock.transform.position = new Vector3(0f + Random.Range(-3f, 3f), 2f, blockOffset + Random.Range(-5f, 5f)) + ground.transform.position; redBlock.transform.position = new Vector3(0f, -1000f, blockOffset + Random.Range(-5f, 5f)) + ground.transform.position; } else { orangeBlock.transform.position = new Vector3(0f, -1000f, blockOffset + Random.Range(-5f, 5f)) + ground.transform.position; redBlock.transform.position = new Vector3(0f, 2f, blockOffset + Random.Range(-5f, 5f)) + ground.transform.position; } transform.position = new Vector3(0f + Random.Range(-3f, 3f), 1f, agentOffset + Random.Range(-5f, 5f)) + ground.transform.position; transform.rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f); agentRB.velocity *= 0f; int goalPos = Random.Range(0, 2); if (goalPos == 0) { orangeGoal.transform.position = new Vector3(7f, 0.5f, 9f) + area.transform.position; redGoal.transform.position = new Vector3(-7f, 0.5f, 9f) + area.transform.position; } else { redGoal.transform.position = new Vector3(7f, 0.5f, 9f) + area.transform.position; orangeGoal.transform.position = new Vector3(-7f, 0.5f, 9f) + area.transform.position; } } }