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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using System.Collections;
using System.Collections.Generic;
using MLAgents;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine.InputSystem;
public class FPSAgent : Agent
{
private AgentCubeMovement m_CubeMovement;
public MultiGunAlternating gunController;
public bool useVectorObs;
Rigidbody m_AgentRb;
// bool m_Shoot;
// private Camera m_Cam;
[Header("HEALTH")] public AgentHealth AgentHealth;
[Header("SHIELD")] public ShieldController AgentShield;
public FPSAgentInput input;
// Start is called before the first frame update
public override void Initialize()
{
m_CubeMovement = GetComponent<AgentCubeMovement>();
// m_Cam = Camera.main;
m_AgentRb = GetComponent<Rigidbody>();
input = GetComponent<FPSAgentInput>();
}
public override void OnEpisodeBegin()
{
m_CubeMovement = GetComponent<AgentCubeMovement>();
// m_Cam = Camera.main;
m_AgentRb = GetComponent<Rigidbody>();
input = GetComponent<FPSAgentInput>();
// Unfreeze();
// Unpoison();
// Unsatiate();
// m_Shoot = false;
// m_AgentRb.velocity = Vector3.zero;
// myLaser.transform.localScale = new Vector3(0f, 0f, 0f);
// transform.position = new Vector3(Random.Range(-m_MyArea.range, m_MyArea.range),
// 2f, Random.Range(-m_MyArea.range, m_MyArea.range))
// + area.transform.position;
transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360)));
// SetResetParameters();
}
public override void CollectObservations(VectorSensor sensor)
{
if (useVectorObs)
{
// var localVelocity = transform.InverseTransformDirection(m_AgentRb.velocity);
// sensor.AddObservation(localVelocity.x);
// sensor.AddObservation(localVelocity.z);
// sensor.AddObservation(m_Frozen);
// sensor.AddObservation(m_ShootInput);
}
// else if (useVectorFrozenFlag)
// {
// sensor.AddObservation(m_Frozen);
// }
}
public void MoveAgent(ActionSegment<float> act)
{
// if (!m_Frozen)
// {
// var shootCommand = false;
// var forwardAxis = act[0];
// var rightAxis = act[1];
// var rotateAxis = act[2];
// var shootAxis = act[3];
// m_Shoot = shootAxis > 0;
// m_CubeMovement.RotateBody(rotateAxis, forwardAxis);
// m_CubeMovement.RunOnGround(m_AgentRb, m_Cam.transform.TransformDirection(new Vector3(0, 0, forwardAxis)));
// m_CubeMovement.Strafe(transform.right * rightAxis);
if (AgentHealth.Dead)
{
return;
}
m_InputV = act[0];
m_InputH = act[1];
m_Rotate = act[2];
m_ShootInput = act[3];
// m_CubeMovement.RotateBody(m_Rotate, m_InputV);
m_CubeMovement.Look(m_Rotate);
Vector3 moveDir = input.Cam.transform.TransformDirection(new Vector3(m_InputH, 0, m_InputV));
moveDir.y = 0;
// m_CubeMovement.RunOnGround(m_AgentRb, m_Cam.transform.TransformDirection(new Vector3(0, 0, m_InputV)));
// m_CubeMovement.RunOnGround(m_AgentRb, moveDir);
m_CubeMovement.RunOnGround(moveDir);
// if (m_InputH != 0)
// {
// if (leftStrafe)
// {
// m_CubeMovement.Strafe(transform.right * -1);
// leftStrafe = false;
// }
// if (rightStrafe)
// {
// m_CubeMovement.Strafe(transform.right * 1);
// rightStrafe = false;
// }
//
// m_CubeMovement.Strafe(transform.right * m_InputH);
// }
if (AgentShield && act[6] > 0)
{
AgentShield.ActivateShield(true);
}
else
{
AgentShield.ActivateShield(false);
}
if (m_ShootInput > 0)
{
gunController.Shoot();
}
if (act[4] > 0 && m_CubeMovement.groundCheck.isGrounded)
{
m_CubeMovement.Jump();
}
if (act[5] > 0)
{
m_CubeMovement.Dash(moveDir);
}
// }
if (m_AgentRb.velocity.sqrMagnitude > 25f) // slow it down
{
m_AgentRb.velocity *= 0.95f;
}
}
// void OnCollisionEnter(Collision col)
// {
// if (col.gameObject.CompareTag("projectile"))
// {
// //IMPLEMENT HEALTH MECHANIC
// }
// }
public override void OnActionReceived(ActionBuffers actionBuffers)
{
MoveAgent(actionBuffers.ContinuousActions);
}
public float m_InputH;
private float m_InputV;
private float m_Rotate;
public bool leftStrafe;
public bool rightStrafe;
void Update()
{
// m_InputH = Input.GetKeyDown(KeyCode.K) ? 1 : Input.GetKeyDown(KeyCode.J) ? -1 : 0; //inputH
if (Input.GetKeyDown(KeyCode.K))
{
rightStrafe = true;
}
if (Input.GetKeyDown(KeyCode.J))
{
leftStrafe = true;
}
}
// void FixedUpdate()
// {
// m_InputV = Input.GetKey(KeyCode.W) ? 1 : Input.GetKey(KeyCode.S) ? -1 : 0; //inputV
// // m_InputH = 0;
// // m_InputH += Input.GetKeyDown(KeyCode.Q) ? -1 : 0;
// // m_InputH += Input.GetKeyDown(KeyCode.E) ? 1 : 0;
// // m_InputH = Input.GetKeyDown(KeyCode.E) ? 1 : Input.GetKeyDown(KeyCode.Q) ? -1 : 0; //inputH
// m_Rotate = 0;
// m_Rotate += Input.GetKey(KeyCode.A) ? -1 : 0;
// m_Rotate += Input.GetKey(KeyCode.D) ? 1 : 0;
// // m_Rotate = Input.GetKey(KeyCode.D) ? 1 : Input.GetKey(KeyCode.A) ? -1 : 0; //rotate
// m_ShootInput = Input.GetKey(KeyCode.Space) ? 1 : 0; //shoot
// }
private Vector2 inputMovement;
private Vector2 rotateMovement;
public float m_ShootInput;
public void OnMovement(InputAction.CallbackContext value)
{
inputMovement = value.ReadValue<Vector2>();
}
public void OnRotate(InputAction.CallbackContext value)
{
rotateMovement = value.ReadValue<Vector2>();
}
public void OnShoot(InputAction.CallbackContext value)
{
// m_ShootInput = value.canceled? 0: value.ReadValue<float>();
// m_ShootInput = 0;
if (value.started)
{
print("started");
}
if (value.performed)
{
print("performed" + Time.frameCount);
}
if (!value.canceled)
{
print("not cancelled" + Time.frameCount + m_ShootInput);
m_ShootInput = value.ReadValue<float>();
// m_ShootInput = value.
}
else
{
m_ShootInput = 0;
print("cancelled" + Time.frameCount + m_ShootInput);
}
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var contActionsOut = actionsOut.ContinuousActions;
// contActionsOut[0] = m_InputV; //inputV
// contActionsOut[2] = m_Rotate; //rotate
// contActionsOut[3] = m_ShootInput; //shoot
// contActionsOut[0] = Input.GetKey(KeyCode.W) ? 1 : Input.GetKey(KeyCode.S) ? -1 : 0; //inputV
// contActionsOut[1] = Input.GetKeyDown(KeyCode.E) ? 1 : Input.GetKeyDown(KeyCode.Q) ? -1 : 0; //inputH
// contActionsOut[2] = Input.GetKey(KeyCode.D) ? 1 : Input.GetKey(KeyCode.A) ? -1 : 0; //rotate
// contActionsOut[3] = Input.GetKey(KeyCode.Space) ? 1 : 0; //shoot
contActionsOut[0] = input.moveInput.y;
contActionsOut[1] = input.moveInput.x;
// contActionsOut[2] = input.rotateInput.x; //rotate
contActionsOut[2] = input.rotateInput.x; //rotate
contActionsOut[3] = input.shootInput ? 1 : 0; //shoot
contActionsOut[4] = input.CheckIfInputSinceLastFrame(ref input.jumpInput) ? 1 : 0; //jump
contActionsOut[5] = input.CheckIfInputSinceLastFrame(ref input.dashInput) ? 1 : 0; //jump
// contActionsOut[4] = input.jumpInput ? 1 : 0; //jump
// contActionsOut[5] = input.dashInput ? 1 : 0; //dash
contActionsOut[6] = input.shieldInput ? 1 : 0; //shield
if (input.jumpInput)
{
print($"Agent: Jump: {input.jumpInput} : {Time.frameCount}");
}
// contActionsOut[0] = inputMovement.y;
// contActionsOut[1] = inputMovement.x;
// contActionsOut[2] = rotateMovement.x;
// m_InputH = 0;
// if (leftStrafe)
// {
// // print("leftstrafe");
// m_InputH += -1;
// leftStrafe = false;
// }
//
// if (rightStrafe)
// {
// // print("rightstrafe");
// m_InputH += 1;
// rightStrafe = false;
// }
//
// contActionsOut[1] = m_InputH; //inputH
}
}