using UnityEngine; using Random = UnityEngine.Random; using Unity.MLAgents; using UnityEngine.Events; namespace Unity.MLAgentsExamples { /// /// Utility class to allow target placement and collision detection with an agent /// Add this script to the target you want the agent to touch. /// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect' /// public class CollisionCallbacks : MonoBehaviour { // [System.Serializable] public class BoolEvent : UnityEvent { } // [SerializeField] BoolEvent boolEvent = new BoolEvent(); // public void OnBoolEvent(bool value) // { // Debug.Log($"OnBoolEvent {value}"); // } [Header("Collider Tag To Detect")] public string tagToDetect = "agent"; //collider tag to detect // [Header("Target Placement")] // public float spawnRadius; //The radius in which a target can be randomly spawned. // public bool respawnIfTouched; //Should the target respawn to a different position when touched // // [Header("Target Fell Protection")] // public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position. // public float fallDistance = 5; //distance below the starting height that will trigger a respawn // // // private Vector3 m_startingPos; //the starting position of the target // private Agent m_agentTouching; //the agent currently touching the target [System.Serializable] // public class TriggerEvent : UnityEvent public class TriggerEvent : UnityEvent { } [Header("Trigger Callbacks")] public TriggerEvent onTriggerEnterEvent = new TriggerEvent(); public TriggerEvent onTriggerStayEvent = new TriggerEvent(); public TriggerEvent onTriggerExitEvent = new TriggerEvent(); [System.Serializable] public class CollisionEvent : UnityEvent { } [Header("Collision Callbacks")] public CollisionEvent onCollisionEnterEvent = new CollisionEvent(); public CollisionEvent onCollisionStayEvent = new CollisionEvent(); public CollisionEvent onCollisionExitEvent = new CollisionEvent(); // // Start is called before the first frame update // void OnEnable() // { // m_startingPos = transform.position; // if (respawnIfTouched) // { // MoveTargetToRandomPosition(); // } // } // void Update() // { // if (respawnIfFallsOffPlatform) // { // if (transform.position.y < m_startingPos.y - fallDistance) // { // Debug.Log($"{transform.name} Fell Off Platform"); // MoveTargetToRandomPosition(); // } // } // } // /// // /// Moves target to a random position within specified radius. // /// // public void MoveTargetToRandomPosition() // { // var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius); // newTargetPos.y = m_startingPos.y; // transform.position = newTargetPos; // } private void OnCollisionEnter(Collision col) { if (col.transform.CompareTag(tagToDetect)) { onCollisionEnterEvent.Invoke(col, transform); // if (respawnIfTouched) // { // MoveTargetToRandomPosition(); // } } } private void OnCollisionStay(Collision col) { if (col.transform.CompareTag(tagToDetect)) { onCollisionStayEvent.Invoke(col, transform); } } private void OnCollisionExit(Collision col) { if (col.transform.CompareTag(tagToDetect)) { onCollisionExitEvent.Invoke(col, transform); } } private void OnTriggerEnter(Collider col) { if (col.CompareTag(tagToDetect)) { onTriggerEnterEvent.Invoke(col); } } private void OnTriggerStay(Collider col) { if (col.CompareTag(tagToDetect)) { onTriggerStayEvent.Invoke(col); } } private void OnTriggerExit(Collider col) { if (col.CompareTag(tagToDetect)) { onTriggerExitEvent.Invoke(col); } } } }