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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92 行
2.6 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MultiGunAlternating : MonoBehaviour
{
[Header("INPUT")] public bool AllowKeyboardInput = true;
public KeyCode shootKey = KeyCode.J;
[Header("AUTOSHOOT")] public bool autoShootEnabled;
[Header("GUNS")] public List<GunController> gunList = new List<GunController>();
public int currentGunIndex;
[Header("TIMING")]
public float shootingRate = .02f; //can shoot every shootingRate seconds. ex: .5 can shoot every .5 seconds
private float shootTimer;
public bool coolDownComplete;
[Header("COOLDOWN & RELOAD")]
public float CurrentAmmoPercentage = 100; //the amount of ammo we currently have on a scale between 0-100
public float DepletionRate = .02f; //constant rate at which ammo depletes when being used
public float RegenRate = .01f; //constant rate at which ammo regenerates
public
// Start is called before the first frame update
void Start()
{
CurrentAmmoPercentage = 100;
}
// Update is called once per frame
void Update()
{
// if(shoot)
// while (Input.GetKey(shootKey))
// {
//// Shoot();
// ShootQuantity(1);
// }
// if (Input.GetKeyDown(shootKey))
// {
//// Shoot();
// ShootQuantity(1);
// }
}
void ShootGunAtIndex(int i)
{
currentGunIndex = i >= gunList.Count - 1 ? 0 : i + 1;
gunList[currentGunIndex].Shoot();
shootTimer = 0;
}
public void Shoot()
{
coolDownComplete = shootTimer > shootingRate;
if (coolDownComplete)
{
ShootGunAtIndex(currentGunIndex);
CurrentAmmoPercentage = Mathf.Clamp(CurrentAmmoPercentage - DepletionRate, 0, 100);
}
}
void FixedUpdate()
{
// coolDownComplete = shootTimer > shootingRate;
// if (coolDownComplete)
// {
if (autoShootEnabled)
{
// ShootGunAtIndex(currentGunIndex);
Shoot();
}
if (AllowKeyboardInput && Input.GetKey(shootKey))
{
// ShootGunAtIndex(currentGunIndex);
Shoot();
}
// }
shootTimer += Time.fixedDeltaTime;
CurrentAmmoPercentage = Mathf.Clamp(CurrentAmmoPercentage + RegenRate, 0, 100);
}
// IEnumerator HandleShooting()
// {
// WaitForFixedUpdate wait = new WaitForFixedUpdate();
// }
}