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89 行
2.5 KiB
89 行
2.5 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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using UnityEngine.Serialization;
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[System.Serializable]
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public class PlayerState
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{
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public int playerIndex;
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[FormerlySerializedAs("agentRB")]
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public Rigidbody agentRb;
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public Vector3 startingPos;
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public AgentSoccer agentScript;
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public float ballPosReward;
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}
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public class SoccerFieldArea : MonoBehaviour
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{
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public GameObject ball;
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[FormerlySerializedAs("ballRB")]
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[HideInInspector]
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public Rigidbody ballRb;
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public GameObject ground;
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public GameObject centerPitch;
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SoccerBallController m_BallController;
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public List<PlayerState> playerStates = new List<PlayerState>();
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[HideInInspector]
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public Vector3 ballStartingPos;
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public GameObject goalTextUI;
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[HideInInspector]
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public bool canResetBall;
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void Awake()
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{
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canResetBall = true;
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if (goalTextUI) { goalTextUI.SetActive(false); }
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ballRb = ball.GetComponent<Rigidbody>();
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m_BallController = ball.GetComponent<SoccerBallController>();
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m_BallController.area = this;
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ballStartingPos = ball.transform.position;
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}
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IEnumerator ShowGoalUI()
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{
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if (goalTextUI) goalTextUI.SetActive(true);
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yield return new WaitForSeconds(.25f);
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if (goalTextUI) goalTextUI.SetActive(false);
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}
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public void GoalTouched(AgentSoccer.Team scoredTeam)
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{
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foreach (var ps in playerStates)
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{
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if (ps.agentScript.team == scoredTeam)
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{
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ps.agentScript.AddReward(1);
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}
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else
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{
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ps.agentScript.AddReward(-1);
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}
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ps.agentScript.Done(); //all agents need to be reset
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if (goalTextUI)
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{
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StartCoroutine(ShowGoalUI());
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}
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}
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}
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public Vector3 GetBallSpawnPosition()
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{
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var randomSpawnPos = ground.transform.position +
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new Vector3(0f, 0f, 0f);
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randomSpawnPos.y = ground.transform.position.y + .5f;
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return randomSpawnPos;
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}
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public void ResetBall()
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{
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ball.transform.position = GetBallSpawnPosition();
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ballRb.velocity = Vector3.zero;
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ballRb.angularVelocity = Vector3.zero;
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var ballScale = Academy.Instance.FloatProperties.GetPropertyWithDefault("ball_scale", 0.015f);
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ballRb.transform.localScale = new Vector3(ballScale, ballScale, ballScale);
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}
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}
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