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93 行
2.6 KiB
93 行
2.6 KiB
using System.Collections;
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using System.Collections.Generic;
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using MLAgents;
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using UnityEngine;
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public class PlayerAIHeuristic : MonoBehaviour
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{
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[Header("TARGET")]
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public Transform target;
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[Header("VISION")] public bool canCurrentlySeeTarget;
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[Header("WALKING")]
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public bool RunTowardsTarget;
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public bool OnlyWalkIfCanSeeTarget = true;
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[Header("BODY ROTATION")]
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public float MaxRotationRate = 1;
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public float RandomRotationJitter = 1.5f;
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// public LayerMask AgentLayer;
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public string TargetTag = "agent";
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public bool RotateTowardsTarget;
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[Header("SHOOTING")]
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public bool OnlyShootIfCanSeeTarget = true;
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private AgentCubeMovement moveController;
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private AgentHealth agentHealth;
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private MultiGunAlternating multiGunController;
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private GameController gameController;
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// Start is called before the first frame update
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void Awake()
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{
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moveController = GetComponent<AgentCubeMovement>();
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agentHealth = GetComponent<AgentHealth>();
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multiGunController = GetComponent<MultiGunAlternating>();
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gameController = FindObjectOfType<GameController>();
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}
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void Update()
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{
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if (!target)
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{
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target = gameController.AITarget.transform;
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}
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canCurrentlySeeTarget = false;
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RaycastHit hit;
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if (Physics.Raycast(transform.position, transform.forward, out hit, 50))
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{
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if (hit.transform == target) //simple vision
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{
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canCurrentlySeeTarget = true;
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}
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}
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (agentHealth && agentHealth.Dead)
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{
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return;
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}
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if (!target)
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{
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target = gameController.AITarget.transform;
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}
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Vector3 randomJitter = Random.insideUnitSphere * RandomRotationJitter;
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randomJitter.y = 0;
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Vector3 targetPos = target.position + randomJitter;
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// Vector3 dir = target.position - transform.position;
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Vector3 dir = targetPos - transform.position;
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if (RunTowardsTarget)
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{
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if (OnlyWalkIfCanSeeTarget && canCurrentlySeeTarget)
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{
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moveController.RunOnGround(dir.normalized);
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}
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}
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if (RotateTowardsTarget)
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{
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moveController.RotateTowards(dir.normalized, MaxRotationRate);
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}
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if (OnlyShootIfCanSeeTarget && canCurrentlySeeTarget && multiGunController)
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{
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multiGunController.Shoot();
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}
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}
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}
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