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118 行
3.9 KiB
118 行
3.9 KiB
using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using Unity.MLAgents;
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using UnityEngine.Serialization;
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public class GridArea : MonoBehaviour
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{
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[HideInInspector]
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public List<GameObject> actorObjs;
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[HideInInspector]
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public int[] players;
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public GameObject trueAgent;
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Camera m_AgentCam;
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[FormerlySerializedAs("PlusPref")] public GameObject GreenPlusPrefab;
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[FormerlySerializedAs("ExPref")] public GameObject RedExPrefab;
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GameObject[] m_Objects;
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public int numberOfPlus = 1;
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public int numberOfEx = 1;
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GameObject m_Plane;
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GameObject m_Sn;
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GameObject m_Ss;
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GameObject m_Se;
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GameObject m_Sw;
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Vector3 m_InitialPosition;
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EnvironmentParameters m_ResetParams;
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public void Start()
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{
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m_ResetParams = Academy.Instance.EnvironmentParameters;
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m_Objects = new[] { GreenPlusPrefab, RedExPrefab };
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m_AgentCam = transform.Find("agentCam").GetComponent<Camera>();
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actorObjs = new List<GameObject>();
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var sceneTransform = transform.Find("scene");
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m_Plane = sceneTransform.Find("Plane").gameObject;
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m_Sn = sceneTransform.Find("sN").gameObject;
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m_Ss = sceneTransform.Find("sS").gameObject;
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m_Sw = sceneTransform.Find("sW").gameObject;
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m_Se = sceneTransform.Find("sE").gameObject;
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m_InitialPosition = transform.position;
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}
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void SetEnvironment()
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{
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transform.position = m_InitialPosition * (m_ResetParams.GetWithDefault("gridSize", 5f) + 1);
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var playersList = new List<int>();
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for (var i = 0; i < (int)m_ResetParams.GetWithDefault("numPlusGoals", numberOfPlus); i++)
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{
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playersList.Add(0);
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}
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for (var i = 0; i < (int)m_ResetParams.GetWithDefault("numExGoals", numberOfEx); i++)
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{
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playersList.Add(1);
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}
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players = playersList.ToArray();
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var gridSize = (int)m_ResetParams.GetWithDefault("gridSize", 5f);
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m_Plane.transform.localScale = new Vector3(gridSize / 10.0f, 1f, gridSize / 10.0f);
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m_Plane.transform.localPosition = new Vector3((gridSize - 1) / 2f, -0.5f, (gridSize - 1) / 2f);
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m_Sn.transform.localScale = new Vector3(1, 1, gridSize + 2);
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m_Ss.transform.localScale = new Vector3(1, 1, gridSize + 2);
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m_Sn.transform.localPosition = new Vector3((gridSize - 1) / 2f, 0.0f, gridSize);
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m_Ss.transform.localPosition = new Vector3((gridSize - 1) / 2f, 0.0f, -1);
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m_Se.transform.localScale = new Vector3(1, 1, gridSize + 2);
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m_Sw.transform.localScale = new Vector3(1, 1, gridSize + 2);
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m_Se.transform.localPosition = new Vector3(gridSize, 0.0f, (gridSize - 1) / 2f);
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m_Sw.transform.localPosition = new Vector3(-1, 0.0f, (gridSize - 1) / 2f);
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m_AgentCam.orthographicSize = (gridSize) / 2f;
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m_AgentCam.transform.localPosition = new Vector3((gridSize - 1) / 2f, gridSize + 1f, (gridSize - 1) / 2f);
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}
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public void AreaReset()
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{
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var gridSize = (int)m_ResetParams.GetWithDefault("gridSize", 5f);
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foreach (var actor in actorObjs)
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{
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DestroyImmediate(actor);
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}
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SetEnvironment();
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actorObjs.Clear();
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var numbers = new HashSet<int>();
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while (numbers.Count < players.Length + 1)
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{
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numbers.Add(Random.Range(0, gridSize * gridSize));
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}
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var numbersA = numbers.ToArray();
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for (var i = 0; i < players.Length; i++)
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{
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var x = (numbersA[i]) / gridSize;
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var y = (numbersA[i]) % gridSize;
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var actorObj = Instantiate(m_Objects[players[i]], transform);
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actorObj.transform.localPosition = new Vector3(x, -0.25f, y);
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actorObjs.Add(actorObj);
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}
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var xA = (numbersA[players.Length]) / gridSize;
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var yA = (numbersA[players.Length]) % gridSize;
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trueAgent.transform.localPosition = new Vector3(xA, -0.25f, yA);
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}
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}
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