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342 行
11 KiB
342 行
11 KiB
//Put this script on your blue cube.
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using System.Collections;
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using UnityEngine;
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using MLAgents;
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using Barracuda;
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public class WallJumpAgent : Agent
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{
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// Depending on this value, the wall will have different height
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int m_Configuration;
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// Brain to use when no wall is present
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public NNModel noWallBrain;
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// Brain to use when a jumpable wall is present
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public NNModel smallWallBrain;
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// Brain to use when a wall requiring a block to jump over is present
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public NNModel bigWallBrain;
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public GameObject ground;
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public GameObject spawnArea;
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Bounds m_SpawnAreaBounds;
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public GameObject goal;
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public GameObject shortBlock;
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public GameObject wall;
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Rigidbody m_ShortBlockRb;
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Rigidbody m_AgentRb;
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Material m_GroundMaterial;
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Renderer m_GroundRenderer;
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WallJumpSettings m_WallJumpSettings;
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public float jumpingTime;
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public float jumpTime;
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// This is a downward force applied when falling to make jumps look
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// less floaty
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public float fallingForce;
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// Use to check the coliding objects
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public Collider[] hitGroundColliders = new Collider[3];
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Vector3 m_JumpTargetPos;
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Vector3 m_JumpStartingPos;
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public override void InitializeAgent()
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{
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m_WallJumpSettings = FindObjectOfType<WallJumpSettings>();
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m_Configuration = Random.Range(0, 5);
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m_AgentRb = GetComponent<Rigidbody>();
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m_ShortBlockRb = shortBlock.GetComponent<Rigidbody>();
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m_SpawnAreaBounds = spawnArea.GetComponent<Collider>().bounds;
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m_GroundRenderer = ground.GetComponent<Renderer>();
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m_GroundMaterial = m_GroundRenderer.material;
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spawnArea.SetActive(false);
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}
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// Begin the jump sequence
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public void Jump()
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{
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jumpingTime = 0.2f;
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m_JumpStartingPos = m_AgentRb.position;
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}
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/// <summary>
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/// Does the ground check.
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/// </summary>
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/// <returns><c>true</c>, if the agent is on the ground,
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/// <c>false</c> otherwise.</returns>
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/// <param name="smallCheck"></param>
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public bool DoGroundCheck(bool smallCheck)
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{
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if (!smallCheck)
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{
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hitGroundColliders = new Collider[3];
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var o = gameObject;
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Physics.OverlapBoxNonAlloc(
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o.transform.position + new Vector3(0, -0.05f, 0),
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new Vector3(0.95f / 2f, 0.5f, 0.95f / 2f),
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hitGroundColliders,
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o.transform.rotation);
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var grounded = false;
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foreach (var col in hitGroundColliders)
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{
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if (col != null && col.transform != transform &&
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(col.CompareTag("walkableSurface") ||
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col.CompareTag("block") ||
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col.CompareTag("wall")))
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{
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grounded = true; //then we're grounded
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break;
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}
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}
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return grounded;
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}
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else
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{
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RaycastHit hit;
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Physics.Raycast(transform.position + new Vector3(0, -0.05f, 0), -Vector3.up, out hit,
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1f);
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if (hit.collider != null &&
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(hit.collider.CompareTag("walkableSurface") ||
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hit.collider.CompareTag("block") ||
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hit.collider.CompareTag("wall"))
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&& hit.normal.y > 0.95f)
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{
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return true;
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}
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return false;
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}
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}
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/// <summary>
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/// Moves a rigidbody towards a position smoothly.
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/// </summary>
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/// <param name="targetPos">Target position.</param>
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/// <param name="rb">The rigidbody to be moved.</param>
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/// <param name="targetVel">The velocity to target during the
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/// motion.</param>
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/// <param name="maxVel">The maximum velocity posible.</param>
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void MoveTowards(
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Vector3 targetPos, Rigidbody rb, float targetVel, float maxVel)
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{
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var moveToPos = targetPos - rb.worldCenterOfMass;
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var velocityTarget = Time.fixedDeltaTime * targetVel * moveToPos;
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if (float.IsNaN(velocityTarget.x) == false)
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{
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rb.velocity = Vector3.MoveTowards(
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rb.velocity, velocityTarget, maxVel);
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}
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}
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public override void CollectObservations()
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{
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var agentPos = m_AgentRb.position - ground.transform.position;
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AddVectorObs(agentPos / 20f);
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AddVectorObs(DoGroundCheck(true) ? 1 : 0);
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}
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/// <summary>
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/// Gets a random spawn position in the spawningArea.
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/// </summary>
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/// <returns>The random spawn position.</returns>
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public Vector3 GetRandomSpawnPos()
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{
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var randomPosX = Random.Range(-m_SpawnAreaBounds.extents.x,
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m_SpawnAreaBounds.extents.x);
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var randomPosZ = Random.Range(-m_SpawnAreaBounds.extents.z,
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m_SpawnAreaBounds.extents.z);
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var randomSpawnPos = spawnArea.transform.position +
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new Vector3(randomPosX, 0.45f, randomPosZ);
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return randomSpawnPos;
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}
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/// <summary>
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/// Chenges the color of the ground for a moment
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/// </summary>
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/// <returns>The Enumerator to be used in a Coroutine</returns>
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/// <param name="mat">The material to be swaped.</param>
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/// <param name="time">The time the material will remain.</param>
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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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public void MoveAgent(float[] act)
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{
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AddReward(-0.0005f);
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var smallGrounded = DoGroundCheck(true);
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var largeGrounded = DoGroundCheck(false);
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var dirToGo = Vector3.zero;
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var rotateDir = Vector3.zero;
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var dirToGoForwardAction = (int)act[0];
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var rotateDirAction = (int)act[1];
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var dirToGoSideAction = (int)act[2];
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var jumpAction = (int)act[3];
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if (dirToGoForwardAction == 1)
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dirToGo = (largeGrounded ? 1f : 0.5f) * 1f * transform.forward;
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else if (dirToGoForwardAction == 2)
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dirToGo = (largeGrounded ? 1f : 0.5f) * -1f * transform.forward;
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if (rotateDirAction == 1)
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rotateDir = transform.up * -1f;
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else if (rotateDirAction == 2)
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rotateDir = transform.up * 1f;
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if (dirToGoSideAction == 1)
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dirToGo = (largeGrounded ? 1f : 0.5f) * -0.6f * transform.right;
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else if (dirToGoSideAction == 2)
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dirToGo = (largeGrounded ? 1f : 0.5f) * 0.6f * transform.right;
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if (jumpAction == 1)
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if ((jumpingTime <= 0f) && smallGrounded)
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{
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Jump();
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}
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transform.Rotate(rotateDir, Time.fixedDeltaTime * 300f);
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m_AgentRb.AddForce(dirToGo * m_WallJumpSettings.agentRunSpeed,
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ForceMode.VelocityChange);
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if (jumpingTime > 0f)
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{
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m_JumpTargetPos =
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new Vector3(m_AgentRb.position.x,
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m_JumpStartingPos.y + m_WallJumpSettings.agentJumpHeight,
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m_AgentRb.position.z) + dirToGo;
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MoveTowards(m_JumpTargetPos, m_AgentRb, m_WallJumpSettings.agentJumpVelocity,
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m_WallJumpSettings.agentJumpVelocityMaxChange);
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}
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if (!(jumpingTime > 0f) && !largeGrounded)
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{
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m_AgentRb.AddForce(
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Vector3.down * fallingForce, ForceMode.Acceleration);
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}
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jumpingTime -= Time.fixedDeltaTime;
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}
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public override void AgentAction(float[] vectorAction)
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{
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MoveAgent(vectorAction);
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if ((!Physics.Raycast(m_AgentRb.position, Vector3.down, 20))
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|| (!Physics.Raycast(m_ShortBlockRb.position, Vector3.down, 20)))
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{
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Done();
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SetReward(-1f);
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ResetBlock(m_ShortBlockRb);
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StartCoroutine(
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GoalScoredSwapGroundMaterial(m_WallJumpSettings.failMaterial, .5f));
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}
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}
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public override float[] Heuristic()
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{
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var action = new float[4];
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if (Input.GetKey(KeyCode.D))
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{
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action[1] = 2f;
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}
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if (Input.GetKey(KeyCode.W))
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{
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action[0] = 1f;
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}
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if (Input.GetKey(KeyCode.A))
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{
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action[1] = 1f;
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}
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if (Input.GetKey(KeyCode.S))
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{
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action[0] = 2f;
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}
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action[3] = Input.GetKey(KeyCode.Space) ? 1.0f : 0.0f;
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return action;
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}
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// Detect when the agent hits the goal
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void OnTriggerStay(Collider col)
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{
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if (col.gameObject.CompareTag("goal") && DoGroundCheck(true))
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{
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SetReward(1f);
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Done();
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StartCoroutine(
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GoalScoredSwapGroundMaterial(m_WallJumpSettings.goalScoredMaterial, 2));
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}
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}
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//Reset the orange block position
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void ResetBlock(Rigidbody blockRb)
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{
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blockRb.transform.position = GetRandomSpawnPos();
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blockRb.velocity = Vector3.zero;
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blockRb.angularVelocity = Vector3.zero;
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}
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public override void AgentReset()
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{
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ResetBlock(m_ShortBlockRb);
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transform.localPosition = new Vector3(
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18 * (Random.value - 0.5f), 1, -12);
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m_Configuration = Random.Range(0, 5);
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m_AgentRb.velocity = default(Vector3);
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}
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void FixedUpdate()
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{
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if (m_Configuration != -1)
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{
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ConfigureAgent(m_Configuration);
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m_Configuration = -1;
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}
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}
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/// <summary>
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/// Configures the agent. Given an integer config, the wall will have
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/// different height and a different brain will be assigned to the agent.
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/// </summary>
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/// <param name="config">Config.
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/// If 0 : No wall and noWallBrain.
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/// If 1: Small wall and smallWallBrain.
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/// Other : Tall wall and BigWallBrain. </param>
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void ConfigureAgent(int config)
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{
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var localScale = wall.transform.localScale;
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if (config == 0)
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{
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localScale = new Vector3(
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localScale.x,
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Academy.Instance.FloatProperties.GetPropertyWithDefault("no_wall_height", 0),
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localScale.z);
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wall.transform.localScale = localScale;
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GiveModel("SmallWallJump", noWallBrain);
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}
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else if (config == 1)
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{
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localScale = new Vector3(
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localScale.x,
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Academy.Instance.FloatProperties.GetPropertyWithDefault("small_wall_height", 4),
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localScale.z);
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wall.transform.localScale = localScale;
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GiveModel("SmallWallJump", smallWallBrain);
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}
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else
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{
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var min = Academy.Instance.FloatProperties.GetPropertyWithDefault("big_wall_min_height", 8);
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var max = Academy.Instance.FloatProperties.GetPropertyWithDefault("big_wall_max_height", 8);
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var height = min + Random.value * (max - min);
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localScale = new Vector3(
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localScale.x,
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height,
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localScale.z);
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wall.transform.localScale = localScale;
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GiveModel("BigWallJump", bigWallBrain);
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}
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}
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}
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