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241 行
7.1 KiB
241 行
7.1 KiB
using System.Collections;
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using System.Collections.Generic;
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using Unity.MLAgents;
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using UnityEngine;
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public class PushBlockEnvController : MonoBehaviour
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{
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[System.Serializable]
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public class AgentInfo
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{
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public PushAgentCollab Agent;
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[HideInInspector]
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public Vector3 StartingPos;
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[HideInInspector]
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public Quaternion StartingRot;
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[HideInInspector]
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public Rigidbody Rb;
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}
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[System.Serializable]
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public class BlockInfo
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{
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public Transform T;
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[HideInInspector]
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public Vector3 StartingPos;
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[HideInInspector]
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public Quaternion StartingRot;
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[HideInInspector]
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public Rigidbody Rb;
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}
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/// <summary>
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/// Max Academy steps before this platform resets
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/// </summary>
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/// <returns></returns>
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[Header("Max Environment Steps")] public int MaxEnvironmentSteps = 25000;
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private int m_ResetTimer;
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/// <summary>
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/// The area bounds.
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/// </summary>
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[HideInInspector]
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public Bounds areaBounds;
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/// <summary>
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/// The ground. The bounds are used to spawn the elements.
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/// </summary>
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public GameObject ground;
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public GameObject area;
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Material m_GroundMaterial; //cached on Awake()
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/// <summary>
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/// We will be changing the ground material based on success/failue
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/// </summary>
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Renderer m_GroundRenderer;
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public List<AgentInfo> AgentsList = new List<AgentInfo>();
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public List<BlockInfo> BlocksList = new List<BlockInfo>();
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public bool UseRandomAgentRotation = true;
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public bool UseRandomAgentPosition = true;
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public bool UseRandomBlockRotation = true;
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public bool UseRandomBlockPosition = true;
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PushBlockSettings m_PushBlockSettings;
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private int m_NumberOfRemainingBlocks;
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private PushBlockTeamManager m_TeamManager;
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void Start()
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{
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// Get the ground's bounds
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areaBounds = ground.GetComponent<Collider>().bounds;
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// Get the ground renderer so we can change the material when a goal is scored
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m_GroundRenderer = ground.GetComponent<Renderer>();
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// Starting material
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m_GroundMaterial = m_GroundRenderer.material;
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m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
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foreach (var item in BlocksList)
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{
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item.StartingPos = item.T.transform.position;
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item.StartingRot = item.T.transform.rotation;
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item.Rb = item.T.GetComponent<Rigidbody>();
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}
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// Initialize TeamManager
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m_TeamManager = new PushBlockTeamManager();
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foreach (var item in AgentsList)
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{
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item.StartingPos = item.Agent.transform.position;
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item.StartingRot = item.Agent.transform.rotation;
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item.Rb = item.Agent.GetComponent<Rigidbody>();
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item.Agent.SetTeamManager(m_TeamManager);
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}
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ResetScene();
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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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m_ResetTimer += 1;
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if (m_ResetTimer > MaxEnvironmentSteps)
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{
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ResetScene();
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}
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}
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/// <summary>
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/// Use the ground's bounds to pick a random spawn position.
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/// </summary>
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public Vector3 GetRandomSpawnPos()
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{
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var foundNewSpawnLocation = false;
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var randomSpawnPos = Vector3.zero;
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while (foundNewSpawnLocation == false)
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{
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var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier,
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areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier);
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var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier,
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areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier);
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randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ);
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if (Physics.CheckBox(randomSpawnPos, new Vector3(1.5f, 0.01f, 1.5f)) == false)
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{
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foundNewSpawnLocation = true;
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}
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}
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return randomSpawnPos;
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}
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/// <summary>
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/// Resets the block position and velocities.
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/// </summary>
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void ResetBlock(BlockInfo block)
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{
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// Get a random position for the block.
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block.T.position = GetRandomSpawnPos();
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// Reset block velocity back to zero.
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block.Rb.velocity = Vector3.zero;
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// Reset block angularVelocity back to zero.
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block.Rb.angularVelocity = Vector3.zero;
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}
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/// <summary>
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/// Swap ground material, wait time seconds, then swap back to the regular material.
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/// </summary>
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IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
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{
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m_GroundRenderer.material = mat;
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yield return new WaitForSeconds(time); // Wait for 2 sec
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m_GroundRenderer.material = m_GroundMaterial;
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}
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/// <summary>
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/// Called when the agent moves the block into the goal.
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/// </summary>
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public void ScoredAGoal(Collider col, float score)
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{
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//Decrement the counter
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m_NumberOfRemainingBlocks--;
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//Are we done?
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bool done = m_NumberOfRemainingBlocks == 0;
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//Disable the block
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col.gameObject.SetActive(false);
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//Give Agent Rewards
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foreach (var item in AgentsList)
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{
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item.Agent.AddReward(score);
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}
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// Swap ground material for a bit to indicate we scored.
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StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f));
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if (done)
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{
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//Reset assets
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ResetScene();
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}
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}
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Quaternion GetRandomRot()
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{
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return Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0);
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}
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void ResetScene()
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{
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m_ResetTimer = 0;
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//Random platform rot
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var rotation = Random.Range(0, 4);
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var rotationAngle = rotation * 90f;
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area.transform.Rotate(new Vector3(0f, rotationAngle, 0f));
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//End Episode
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foreach (var item in AgentsList)
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{
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if (!item.Agent)
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{
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return;
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}
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item.Agent.EndEpisode();
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}
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//Reset Agents
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foreach (var item in AgentsList)
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{
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var pos = UseRandomAgentPosition ? GetRandomSpawnPos() : item.StartingPos;
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var rot = UseRandomAgentRotation ? GetRandomRot() : item.StartingRot;
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item.Agent.transform.SetPositionAndRotation(pos, rot);
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item.Rb.velocity = Vector3.zero;
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item.Rb.angularVelocity = Vector3.zero;
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}
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//Reset Blocks
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foreach (var item in BlocksList)
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{
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var pos = UseRandomBlockPosition ? GetRandomSpawnPos() : item.StartingPos;
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var rot = UseRandomBlockRotation ? GetRandomRot() : item.StartingRot;
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item.T.transform.SetPositionAndRotation(pos, rot);
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item.Rb.velocity = Vector3.zero;
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item.Rb.angularVelocity = Vector3.zero;
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item.T.gameObject.SetActive(true);
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}
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//Reset counter
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m_NumberOfRemainingBlocks = BlocksList.Count;
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// m_NumberOfRemainingBlocks = 2;
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}
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}
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