您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
139 行
4.4 KiB
139 行
4.4 KiB
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
|
|
|
|
/// CoreBrain which decides actions using Player input.
|
|
public class CoreBrainPlayer : ScriptableObject, CoreBrain
|
|
{
|
|
|
|
[System.Serializable]
|
|
private struct DiscretePlayerAction
|
|
{
|
|
public KeyCode key;
|
|
public int value;
|
|
}
|
|
|
|
[System.Serializable]
|
|
private struct ContinuousPlayerAction
|
|
{
|
|
public KeyCode key;
|
|
public int index;
|
|
public float value;
|
|
}
|
|
|
|
[SerializeField]
|
|
/// Contains the mapping from input to continuous actions
|
|
private ContinuousPlayerAction[] continuousPlayerActions;
|
|
[SerializeField]
|
|
/// Contains the mapping from input to discrete actions
|
|
private DiscretePlayerAction[] discretePlayerActions;
|
|
[SerializeField]
|
|
private int defaultAction = -1;
|
|
|
|
/// Reference to the brain that uses this CoreBrainPlayer
|
|
public Brain brain;
|
|
|
|
/// Create the reference to the brain
|
|
public void SetBrain(Brain b)
|
|
{
|
|
brain = b;
|
|
}
|
|
|
|
/// Nothing to implement
|
|
public void InitializeCoreBrain()
|
|
{
|
|
|
|
}
|
|
|
|
/// Uses the continuous inputs or dicrete inputs of the player to
|
|
/// decide action
|
|
public void DecideAction()
|
|
{
|
|
if (brain.brainParameters.actionSpaceType == StateType.continuous)
|
|
{
|
|
float[] action = new float[brain.brainParameters.actionSize];
|
|
foreach (ContinuousPlayerAction cha in continuousPlayerActions)
|
|
{
|
|
if (Input.GetKey(cha.key))
|
|
{
|
|
action[cha.index] = cha.value;
|
|
}
|
|
}
|
|
Dictionary<int, float[]> actions = new Dictionary<int, float[]>();
|
|
foreach (KeyValuePair<int, Agent> idAgent in brain.agents)
|
|
{
|
|
actions.Add(idAgent.Key, action);
|
|
}
|
|
brain.SendActions(actions);
|
|
}
|
|
else
|
|
{
|
|
float[] action = new float[1] { defaultAction };
|
|
foreach (DiscretePlayerAction dha in discretePlayerActions)
|
|
{
|
|
if (Input.GetKey(dha.key))
|
|
{
|
|
action[0] = (float)dha.value;
|
|
break;
|
|
}
|
|
}
|
|
Dictionary<int, float[]> actions = new Dictionary<int, float[]>();
|
|
foreach (KeyValuePair<int, Agent> idAgent in brain.agents)
|
|
{
|
|
actions.Add(idAgent.Key, action);
|
|
}
|
|
brain.SendActions(actions);
|
|
}
|
|
}
|
|
|
|
/// Nothing to implement, the Player does not use the state to make
|
|
/// decisions
|
|
public void SendState()
|
|
{
|
|
|
|
}
|
|
|
|
/// Displays continuous or discrete input mapping in the inspector
|
|
public void OnInspector()
|
|
{
|
|
#if UNITY_EDITOR
|
|
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
|
SerializedObject serializedBrain = new SerializedObject(this);
|
|
if (brain.brainParameters.actionSpaceType == StateType.continuous)
|
|
{
|
|
GUILayout.Label("Edit the continuous inputs for you actions", EditorStyles.boldLabel);
|
|
SerializedProperty chas = serializedBrain.FindProperty("continuousPlayerActions");
|
|
serializedBrain.Update();
|
|
EditorGUILayout.PropertyField(chas, true);
|
|
serializedBrain.ApplyModifiedProperties();
|
|
if (continuousPlayerActions == null)
|
|
{
|
|
continuousPlayerActions = new ContinuousPlayerAction[0];
|
|
}
|
|
foreach (ContinuousPlayerAction cha in continuousPlayerActions)
|
|
{
|
|
if (cha.index >= brain.brainParameters.actionSize)
|
|
{
|
|
EditorGUILayout.HelpBox(string.Format("Key {0} is assigned to index {1} but the action size is only of size {2}"
|
|
, cha.key.ToString(), cha.index.ToString(), brain.brainParameters.actionSize.ToString()), MessageType.Error);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
GUILayout.Label("Edit the discrete inputs for you actions", EditorStyles.boldLabel);
|
|
defaultAction = EditorGUILayout.IntField("Default Action", defaultAction);
|
|
SerializedProperty dhas = serializedBrain.FindProperty("discretePlayerActions");
|
|
serializedBrain.Update();
|
|
EditorGUILayout.PropertyField(dhas, true);
|
|
serializedBrain.ApplyModifiedProperties();
|
|
}
|
|
#endif
|
|
}
|
|
}
|