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327 行
10 KiB
327 行
10 KiB
//Put this script on your blue cube.
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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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 configuration;
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// Brain to use when no wall is present
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public Brain noWallBrain;
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// Brain to use when a jumpable wall is present
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public Brain smallWallBrain;
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// Brain to use when a wall requiring a block to jump over is present
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public Brain bigWallBrain;
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public GameObject ground;
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public GameObject spawnArea;
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Bounds 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 shortBlockRB;
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Rigidbody agentRB;
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Material groundMaterial;
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Renderer groundRenderer;
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WallJumpAcademy academy;
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RayPerception rayPer;
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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 jumpTargetPos;
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Vector3 jumpStartingPos;
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string[] detectableObjects;
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public override void InitializeAgent()
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{
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academy = FindObjectOfType<WallJumpAcademy>();
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rayPer = GetComponent<RayPerception>();
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configuration = Random.Range(0, 5);
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detectableObjects = new string[] { "wall", "goal", "block" };
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agentRB = GetComponent<Rigidbody>();
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shortBlockRB = shortBlock.GetComponent<Rigidbody>();
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spawnAreaBounds = spawnArea.GetComponent<Collider>().bounds;
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groundRenderer = ground.GetComponent<Renderer>();
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groundMaterial = 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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jumpStartingPos = 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="boxWidth">The width of the box used to perform
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/// the ground check. </param>
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public bool DoGroundCheck(float boxWidth)
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{
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hitGroundColliders = new Collider[3];
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Physics.OverlapBoxNonAlloc(
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gameObject.transform.position + new Vector3(0, -0.05f, 0),
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new Vector3(boxWidth / 2f, 0.5f, boxWidth / 2f),
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hitGroundColliders,
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gameObject.transform.rotation);
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bool grounded = false;
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foreach (Collider col in hitGroundColliders)
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{
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if (col != null && col.transform != this.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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/// <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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Vector3 moveToPos = targetPos - rb.worldCenterOfMass;
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Vector3 velocityTarget = moveToPos * targetVel * Time.fixedDeltaTime;
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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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float rayDistance = 20f;
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float[] rayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f };
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AddVectorObs(rayPer.Perceive(
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rayDistance, rayAngles, detectableObjects, 0f, 0f));
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AddVectorObs(rayPer.Perceive(
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rayDistance, rayAngles, detectableObjects, 2.5f, 2.5f));
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Vector3 agentPos = agentRB.position - ground.transform.position;
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AddVectorObs(agentPos / 20f);
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AddVectorObs(DoGroundCheck(0.4f) ? 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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Vector3 randomSpawnPos = Vector3.zero;
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float randomPosX = Random.Range(-spawnAreaBounds.extents.x,
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spawnAreaBounds.extents.x);
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float randomPosZ = Random.Range(-spawnAreaBounds.extents.z,
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spawnAreaBounds.extents.z);
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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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groundRenderer.material = mat;
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yield return new WaitForSeconds(time); //wait for 2 sec
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groundRenderer.material = 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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bool smallGrounded = DoGroundCheck(0.4f);
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bool largeGrounded = DoGroundCheck(1.0f);
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Vector3 dirToGo = Vector3.zero;
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Vector3 rotateDir = Vector3.zero;
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int action = Mathf.FloorToInt(act[0]);
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switch (action)
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{
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case 0:
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dirToGo = transform.forward * 1f * (largeGrounded ? 1f : 0.5f);
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break;
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case 1:
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dirToGo = transform.forward * -1f * (largeGrounded ? 1f : 0.5f);
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break;
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case 2:
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rotateDir = transform.up * -1f;
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break;
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case 3:
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rotateDir = transform.up * 1f;
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break;
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case 4:
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dirToGo = transform.right * -0.6f * (largeGrounded ? 1f : 0.5f);
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break;
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case 5:
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dirToGo = transform.right * 0.6f * (largeGrounded ? 1f : 0.5f);
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break;
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case 6:
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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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break;
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}
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transform.Rotate(rotateDir, Time.fixedDeltaTime * 300f);
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agentRB.AddForce(dirToGo * academy.agentRunSpeed,
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ForceMode.VelocityChange);
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if (jumpingTime > 0f)
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{
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jumpTargetPos =
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new Vector3(agentRB.position.x,
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jumpStartingPos.y + academy.agentJumpHeight,
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agentRB.position.z) + dirToGo;
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MoveTowards(jumpTargetPos, agentRB, academy.agentJumpVelocity,
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academy.agentJumpVelocityMaxChange);
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}
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if (!(jumpingTime > 0f) && !largeGrounded)
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{
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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, string textAction)
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{
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MoveAgent(vectorAction);
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if ((!Physics.Raycast(agentRB.position, Vector3.down, 20))
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|| (!Physics.Raycast(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(shortBlockRB);
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StartCoroutine(
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GoalScoredSwapGroundMaterial(academy.failMaterial, .5f));
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}
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}
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// Detect when the agent hits the goal
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void OnTriggerEnter(Collider col)
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{
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if (col.gameObject.CompareTag("goal") && DoGroundCheck(0.4f))
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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(academy.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(shortBlockRB);
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transform.localPosition = new Vector3(
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18 * (Random.value - 0.5f), 1, -12);
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configuration = Random.Range(0, 5);
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agentRB.velocity = default(Vector3);
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}
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private void FixedUpdate()
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{
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if (configuration != -1)
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{
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ConfigureAgent(configuration);
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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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if (config == 0)
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{
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wall.transform.localScale = new Vector3(
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wall.transform.localScale.x,
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academy.resetParameters["no_wall_height"],
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wall.transform.localScale.z);
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GiveBrain(noWallBrain);
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}
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else if (config == 1)
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{
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wall.transform.localScale = new Vector3(
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wall.transform.localScale.x,
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academy.resetParameters["small_wall_height"],
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wall.transform.localScale.z);
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GiveBrain(smallWallBrain);
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}
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else
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{
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float height =
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academy.resetParameters["big_wall_min_height"] +
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Random.value * (academy.resetParameters["big_wall_max_height"] -
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academy.resetParameters["big_wall_min_height"]);
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wall.transform.localScale = new Vector3(
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wall.transform.localScale.x,
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height,
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wall.transform.localScale.z);
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GiveBrain(bigWallBrain);
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}
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}
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}
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