Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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//Standardized movement controller for the Agent Cube
using System;
using Unity.Mathematics;
using UnityEngine;
namespace MLAgents
{
public class AgentCubeMovement : MonoBehaviour
{
[Header("INPUT")] public bool allowKeyboardInput = true;
[Header("RIGIDBODY")] public float maxAngularVel = 50;
[Header("RUNNING")] public ForceMode runningForceMode = ForceMode.Impulse;
//speed agent can run if grounded
public float agentRunSpeed = 10;
public float agentTerminalVel = 20;
//speed agent can run if not grounded
public float agentRunInAirSpeed = 7f;
[Header("STRAFE")]
public float strafeSpeed = 10;
public float strafeCoolDownDuration = .2f;
public float strafeCoolDownTimer;
public ForceMode strafeForceMode = ForceMode.Impulse;
[Header("DASH")]
public float dashBoostForce = 20f;
public ForceMode dashForceMode = ForceMode.Impulse;
public bool dashPressed;
public float dashCoolDownDuration = .2f;
public float dashCoolDownTimer;
[Header("IDLE")]
//coefficient used to dampen velocity when idle
//the purpose of this is to fine tune agent drag
//...and prevent the agent sliding around while grounded
//0 means it will instantly stop when grounded
//1 means no drag will be applied
public float agentIdleDragVelCoeff = .9f;
[Header("GROUND POUND")] public bool UseGroundPound;
public ForceMode groundPoundForceMode = ForceMode.Impulse;
public float groundPoundForce = 35f;
[Header("SPIN ATTACK")]
public float spinAttackSpeed = 20f;
private bool spinAttack;
[Header("BODY ROTATION")]
//body rotation speed
public bool invertRotationIfWalkingBackwards = true;
public float agentRotationSpeed = 35f;
private Vector2 m_Rotation;
[Header("JUMPING")] public bool canJump = true;
//upward jump velocity magnitude
public float agentJumpVelocity = 15f;
[Header("FALLING FORCE")]
//force applied to agent while falling
public float agentFallingSpeed = 50f;
[Header("ANIMATE MESH")] public bool AnimateBodyMesh;
public AnimationCurve walkingBounceCurve;
public float walkingAnimScale = 1;
public Transform bodyMesh;
private float m_animateBodyMeshCurveTimer;
public Camera cam;
private float lookDir;
private Rigidbody rb;
public AgentCubeGroundCheck groundCheck;
private float inputH;
private float inputV;
void Awake()
{
rb = GetComponent<Rigidbody>();
groundCheck = GetComponent<AgentCubeGroundCheck>();
rb.maxAngularVelocity = maxAngularVel;
}
void Update()
{
if (!allowKeyboardInput)
{
return;
}
var camForward = cam.transform.forward;
camForward.y = 0;
var camRight = cam.transform.right;
// lookDir = Vector3.zero;
// lookDir += Input.GetKey(KeyCode.W) ? Vector3.forward : Vector3.zero;
// lookDir += Input.GetKey(KeyCode.S) ? Vector3.back : Vector3.zero;
// lookDir += Input.GetKey(KeyCode.D) ? Vector3.right : Vector3.zero;
// lookDir += Input.GetKey(KeyCode.A) ? Vector3.left : Vector3.zero;
//BODY ROTATION
lookDir = Input.GetAxisRaw("Horizontal");
//FORWARD MOVEMENT
inputV = Input.GetAxisRaw("Vertical");
//LATERAL MOVEMENT
inputH = 0;
// inputH += Input.GetKey(KeyCode.Q) ? -1 : 0;
// inputH += Input.GetKey(KeyCode.E) ? 1 : 0;
inputH += Input.GetKeyDown(KeyCode.Q) ? -1 : 0;
inputH += Input.GetKeyDown(KeyCode.E) ? 1 : 0;
// lookDir = Input.GetKey(KeyCode.A)?
// var moveLateral = Vector3.zero;
// //FORWARD MOVEMENT
// moveforward += Input.GetKey(KeyCode.W) ? Vector3.forward : Vector3.zero;
// moveforward += Input.GetKey(KeyCode.S) ? Vector3.back : Vector3.zero;
//
// //LATERAL MOVEMENT
// moveLateral += Input.GetKey(KeyCode.Q) ? Vector3.right : Vector3.zero;
// moveLateral += Input.GetKey(KeyCode.E) ? Vector3.left : Vector3.zero;
//
// //BODY ROTATION
// lookDir += Input.GetKey(KeyCode.D) ? Vector3.right : Vector3.zero;
// lookDir += Input.GetKey(KeyCode.A) ? Vector3.left : Vector3.zero;
if (canJump && Input.GetKeyDown(KeyCode.Space))
{
if (groundCheck)
{
if (groundCheck.isGrounded)
{
Jump();
}
else if (UseGroundPound)
{
rb.AddForce(Vector3.down * groundPoundForce, groundPoundForceMode);
}
}
}
spinAttack = Input.GetKey(KeyCode.H);
dashPressed = Input.GetKeyDown(KeyCode.K);
if (dashPressed)
{
// dashPressed = false;
// rb.AddForce(rb.transform.forward * dashBoostForce, dashForceMode);
rb.AddTorque(rb.transform.right * dashBoostForce, dashForceMode);
print("dashPressed");
}
// if (Input.GetKey(KeyCode.D))
// {
// discreteActionsOut[0] = 3;
// }
// else if (Input.GetKey(KeyCode.W))
// {
// discreteActionsOut[0] = 1;
// }
// else if (Input.GetKey(KeyCode.A))
// {
// discreteActionsOut[0] = 4;
// }
// else if (Input.GetKey(KeyCode.S))
// {
// discreteActionsOut[0] = 2;
// }
}
// private float yaw;
// private float pitch;
// public float mouseSensitivity;
// public float mouseSensitivityMultiplier;
// public float maxMouseSmoothTime;
// public float mouseSmoothing;
// public Vector2 pitchMinMax;
// public float smoothPitch;
// public float pitchSmoothV;
// public float smoothYaw;
// public float yawSmoothV;
// public void RotateBody(float rotateAxis, float forwardAxis)
// {
// // Look input
// yaw += Input.GetAxisRaw ("Mouse X") * mouseSensitivity / 10 * mouseSensitivityMultiplier;
// pitch -= Input.GetAxisRaw ("Mouse Y") * mouseSensitivity / 10 * mouseSensitivityMultiplier;
// pitch = Mathf.Clamp (pitch, pitchMinMax.x, pitchMinMax.y);
// float mouseSmoothTime = Mathf.Lerp (0.01f, maxMouseSmoothTime, mouseSmoothing);
// smoothPitch = Mathf.SmoothDampAngle (smoothPitch, pitch, ref pitchSmoothV, mouseSmoothTime);
// float smoothYawOld = smoothYaw;
// smoothYaw = Mathf.SmoothDampAngle (smoothYaw, yaw, ref yawSmoothV, mouseSmoothTime);
// if (!debug_playerFrozen && Time.timeScale > 0) {
// cam.transform.localEulerAngles = Vector3.right * smoothPitch;
// transform.Rotate (Vector3.up * Mathf.DeltaAngle (smoothYawOld, smoothYaw), Space.Self);
// }
// rb.MoveRotation(rb.rotation * amount);
//
// }
public void RotateBody(float rotateAxis, float forwardAxis)
{
// var walkingBackwardsCoeff = 1;
// if (invertRotationIfWalkingBackwards && forwardAxis < 0)
// {
// walkingBackwardsCoeff = -1;
// }
// var scaledRotateSpeed = agentRotationSpeed * Time.fixedDeltaTime;
// var amount = Quaternion.Euler(0, rotateAxis * walkingBackwardsCoeff , 0);
// var amount = Quaternion.Euler(0, rotateAxis * agentRotationSpeed * walkingBackwardsCoeff * Time.fixedDeltaTime, 0);
var amount = Quaternion.Euler(0, rotateAxis * agentRotationSpeed * Time.fixedDeltaTime, 0);
rb.rotation *= amount;
// rb.MoveRotation(rb.rotation * amount);
}
// private void Look(Vector2 rotate)
// {
// if (rotate.sqrMagnitude < 0.01)
// return;
// var scaledRotateSpeed = agentRotationSpeed * Time.deltaTime;
// m_Rotation.y += rotate.x * scaledRotateSpeed;
// m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
// transform.localEulerAngles = m_Rotation;
// }
public void Look(float rotate)
{
if (Mathf.Abs(rotate) < 0.01)
return;
// var scaledRotateSpeed = agentRotationSpeed * Time.deltaTime;
var scaledRotateSpeed = agentRotationSpeed * Time.fixedDeltaTime;
m_Rotation.y += rotate * scaledRotateSpeed;
// m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
public bool applyStandingForce = false;
public float standingForce = 10;
public ForceMode standingForceForceMode;
public float standingForcePositionOffset = .5f;
void FixedUpdate()
{
if (groundCheck && !groundCheck.isGrounded)
{
AddFallingForce(rb);
// print("AddFallingForce");
}
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);
}
if (!allowKeyboardInput)
{
return;
}
if (spinAttack)
{
// rb.AddTorque(Vector3.up * spinAttackSpeed);
rb.angularVelocity = Vector3.up * spinAttackSpeed;
}
// if (inputH != 0 || inputV != 0)
// {
//
//// var dir = cam.transform.TransformDirection(new Vector3(inputH, 0, inputV));
// var dir = cam.transform.TransformDirection(new Vector3(0, 0, inputV));
// // dir.y = 0;
// //HANDLE WALKING
// if (groundCheck.isGrounded)
// {
// RunOnGround(rb, dir.normalized);
// // print("running");
// }
//
// }
if (lookDir != 0)
{
if (!spinAttack)
{
//// var rot = rb.rotation * Quaternion.Euler(0, lookDir * agentRotationSpeed * Time.fixedDeltaTime, 0);
// var walkingBackwardsCoeff = 1;
// if (invertRotationIfWalkingBackwards && inputV < 0)
// {
// walkingBackwardsCoeff = -1;
// }
//
//// var rot = rb.rotation * Quaternion.Euler(0, lookDir * agentRotationSpeed * walkingBackwardsCoeff * Time.fixedDeltaTime, 0);
//// rb.MoveRotation(rot);
//// var rot = rb.rotation * Quaternion.Euler(0, lookDir * agentRotationSpeed * walkingBackwardsCoeff * Time.fixedDeltaTime, 0);
// rb.MoveRotation( Quaternion.Euler(0, lookDir * agentRotationSpeed * walkingBackwardsCoeff * Time.fixedDeltaTime, 0));
RotateBody(lookDir, inputV);
// print("rotating");
// rb.rotation *= Quaternion.AngleAxis(); rb.rotation * Quaternion. (rb.rotation, rot, agentRotationSpeed * Time.fixedDeltaTime);
}
}
if (inputH != 0)
{
Strafe(transform.right * inputH);
}
if (inputV != 0)
{
// var dir = cam.transform.TransformDirection(new Vector3(inputH, 0, inputV));
// var dir = cam.transform.TransformDirection(new Vector3(0, 0, inputV));
var dir = transform.forward * inputV;
// dir.y = 0;
//HANDLE WALKING
if (groundCheck.isGrounded)
{
RunOnGround(rb, dir.normalized);
// if (AnimateBodyMesh)
// {
// bodyMesh.localPosition = Vector3.zero +
// Vector3.up * walkingAnimScale * walkingBounceCurve.Evaluate(
// m_animateBodyMeshCurveTimer);
// m_animateBodyMeshCurveTimer += Time.fixedDeltaTime;
// }
// print("running");
}
else
{
RunInAir(rb, dir.normalized);
}
}
// else //is idle
// {
//
//
// }
if (inputH == 0 && inputV == 0)
{
// if (groundCheck && groundCheck.isGrounded && !dashPressed)
if (groundCheck && groundCheck.isGrounded)
{
AddIdleDrag(rb);
// print("AddIdleDrag");
}
}
// if (lookDir != Vector3.zero)
// {
// // var camRotDir = lookDir;
// // camRotDir.z = Mathf.Clamp01(camRotDir.z);
// // var rot = quaternion.LookRotation(camRotDir, Vector3.up);
//
//
// var dir = cam.transform.TransformDirection(lookDir);
// dir.y = 0;
// var rot = quaternion.LookRotation(dir, Vector3.up);
// if (!spinAttack)
// {
// rb.rotation = Quaternion.Lerp(rb.rotation, rot, agentRotationSpeed * Time.fixedDeltaTime);
// }
// // RunOnGround(rb, dir.normalized);
// // var dirToGo = rb.transform.forward;
// var dirToGo = dir;
// // RunOnGround(rb, dirToGo);
// if (!groundCheck.isGrounded)
// {
// // RunInAir(rb, dirToGo.normalized);
// }
// else
// {
// // var forwardMovement = lookDir;
// //// forwardMovement.x = 0; //
// // var walkDir = cam.transform.TransformDirection(forwardMovement);
// // RunOnGround(rb, walkDir.normalized);
//
// RunOnGround(rb, dirToGo.normalized);
// }
// // rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis));
// }
// else //is idle
// {
// if (groundCheck && groundCheck.isGrounded && !dashPressed)
// {
// AddIdleDrag(rb);
// }
// }
}
// void FixedUpdate()
// {
// if (spinAttack)
// {
// // rb.AddTorque(Vector3.up * spinAttackSpeed);
// rb.angularVelocity = Vector3.up * spinAttackSpeed;
// }
//
// //HANDLE WALKING
// if (groundCheck.isGrounded)
// {
// RunOnGround(rb, dirToGo.normalized);
// }
//
//
// if (lookDir != Vector3.zero)
// {
// // var camRotDir = lookDir;
// // camRotDir.z = Mathf.Clamp01(camRotDir.z);
// // var rot = quaternion.LookRotation(camRotDir, Vector3.up);
//
//
// var dir = cam.transform.TransformDirection(lookDir);
// dir.y = 0;
// var rot = quaternion.LookRotation(dir, Vector3.up);
// if (!spinAttack)
// {
// rb.rotation = Quaternion.Lerp(rb.rotation, rot, agentRotationSpeed * Time.fixedDeltaTime);
// }
// // RunOnGround(rb, dir.normalized);
// // var dirToGo = rb.transform.forward;
// var dirToGo = dir;
// // RunOnGround(rb, dirToGo);
// if (!groundCheck.isGrounded)
// {
// // RunInAir(rb, dirToGo.normalized);
// }
// else
// {
// // var forwardMovement = lookDir;
// //// forwardMovement.x = 0; //
// // var walkDir = cam.transform.TransformDirection(forwardMovement);
// // RunOnGround(rb, walkDir.normalized);
//
// RunOnGround(rb, dirToGo.normalized);
// }
// // rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis));
// }
// else //is idle
// {
// if (groundCheck && groundCheck.isGrounded && !dashPressed)
// {
// AddIdleDrag(rb);
// }
// }
//
// if (groundCheck && !groundCheck.isGrounded)
// {
// AddFallingForce(rb);
// }
//
//
// }
public void Jump()
{
Vector3 velToUse = rb.velocity;
velToUse.y = agentJumpVelocity;
rb.velocity = velToUse;
}
public void RotateBody(Rigidbody rb, Vector3 rotationAxis)
{
rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis));
}
public void Strafe(Vector3 dir)
{
if (dir != Vector3.zero && strafeCoolDownTimer > strafeCoolDownDuration)
{
rb.velocity = Vector3.zero;
rb.AddForce(dir.normalized * strafeSpeed, strafeForceMode);
strafeCoolDownTimer = 0;
}
}
public void Dash(Vector3 dir)
{
if (dir != Vector3.zero && dashCoolDownTimer > dashCoolDownDuration)
{
rb.velocity = Vector3.zero;
rb.AddForce(dir.normalized * dashBoostForce, dashForceMode);
dashCoolDownTimer = 0;
}
}
public void RotateTowards(Vector3 dir, float maxRotationRate = 1)
{
if (dir != Vector3.zero)
{
var rot = Quaternion.LookRotation(dir);
var smoothedRot = Quaternion.RotateTowards(rb.rotation, rot, maxRotationRate * Time.deltaTime);
rb.MoveRotation(smoothedRot);
}
}
// public float WalkSmoothing = 3;
// private float agentVel;
public void RunOnGround(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);
// 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)
{
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 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);
rb.AddForce(dir * 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 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)
{
var vel = rb.velocity.magnitude;
float adjustedSpeed = Mathf.Clamp(agentRunInAirSpeed - vel, 0, agentTerminalVel);
rb.AddForce(dir.normalized * adjustedSpeed,
runningForceMode);
}
public void AddIdleDrag(Rigidbody rb)
{
rb.velocity *= agentIdleDragVelCoeff;
}
public void AddFallingForce(Rigidbody rb)
{
rb.AddForce(
Vector3.down * agentFallingSpeed, ForceMode.Acceleration);
}
}
}