Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into enikeev/dev/2

This commit is contained in:
Enikeevtimur
2022-05-10 00:34:08 +07:00
77 changed files with 37745 additions and 4651 deletions

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@ -0,0 +1,118 @@
using System.Collections.Generic;
using Unity.Barracuda;
using Unity.MLAgents.Policies;
using UnityEngine;
public class CharacterFactory : MonoBehaviour
{
private static CharacterFactory instance;
public static CharacterFactory Instance => instance;
[SerializeField] private List<NavPoint> spawnPointsForDefendersTeam;
[SerializeField] private List<NavPoint> spawnPointsForAttackersTeam;
[SerializeField] private GameObject AIPrefab;
[SerializeField] private GameObject PlayerPrefab;
private List<GameObject> bots = new List<GameObject>();
public GameObject player { get; private set; }
private void Awake()
{
if (instance == null)
instance = this;
else
{
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
}
private void Start()
{
var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
var defNum = SettingsReader.Instance.GetSettings.NumOfDefenders;
var humanDef = SettingsReader.Instance.GetSettings.HasHumanDefender == true ? 1 : 0;
var humanAtc = SettingsReader.Instance.GetSettings.HasHumanAttacker == true ? 1 : 0;
if (humanAtc == 1 && humanDef == 1)
throw new System.ArgumentException("Can be only one human player");
for (int i = 0; i < attcNum - humanAtc; i++)
InstanciateEntity(Team.Attackers, TypeAI.D0DiskAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
for (int i = 0; i < defNum - humanDef; i++)
InstanciateEntity(Team.Defenders, TypeAI.D0DiskAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
if (humanAtc == 1)
InstanciateEntity(Team.Attackers, TypeAI.HumanAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
if (humanDef == 1)
InstanciateEntity(Team.Defenders, TypeAI.HumanAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
GameManager.OnResetScene += ResetCharacters;
}
private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint)
{
var gameobject = GameObject.Instantiate(
typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
spawnPoint.Position,
Quaternion.identity);
gameobject.SetActive(true);
if (team == Team.Attackers)
gameObject.tag = "Attacker";
else
gameObject.tag = "Defender";
if (typeAi == TypeAI.HumanAI)
{
gameobject.GetComponent<Player>().GetCharacter.Team = team;
player = gameobject;
}
else
{
var npc = gameobject.GetComponent<NPC>();
npc.GetCharacter.Team = team;
npc.SetModel(team.ToString(), ScriptableObject.CreateInstance<NNModel>(), InferenceDevice.Default );
gameobject.GetComponent<MovementController>().PointStartID = spawnPoint.PointId;
bots.Add(gameobject);
}
}
public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId)
{
character.ResetCharacter();
var team = character.GetCharacter.Team;
NavPoint navPoint;
if (team == Team.Attackers)
navPoint = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)];
else
navPoint = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)];
pos = navPoint.Position;
startPointId = navPoint.PointId;
}
private void ResetCharacters()
{
foreach (var bot in bots)
{
var npc = bot.GetComponent<NPC>();
npc.ResetCharacter();
if (npc.GetCharacter.Team == Team.Attackers)
bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
}
Player player;
if (TryGetComponent<Player>(out player))
{
player.ResetCharacter();
if (player.GetCharacter.Team == Team.Attackers)
this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
}
}
}

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@ -1,4 +0,0 @@
public class CharacterPooler
{
}

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@ -2,4 +2,15 @@
{
Defenders,
Attackers,
}
public static class TeamExtension
{
public static Team GetOppositeTeam(this Team team)
{
if (team == Team.Attackers)
return Team.Defenders;
else
return Team.Attackers;
}
}

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@ -0,0 +1,12 @@
using UnityEngine;
public class Character
{
public Team Team { get; set; }
public float LastTimeHit = 0;
public CharacterCondition Condition;
public Character()
{
Condition = new CharacterCondition();
}
}

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@ -1,5 +1,5 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2

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@ -1,12 +1,6 @@
using System;
using UnityEngine;
public enum NPCState
{
InCover,
InBlancPoint,
InRunning,
}
public class CharacterCondition
{
@ -25,7 +19,18 @@ public class CharacterCondition
{
health = value;
OnChangeHealthEvent?.Invoke(value);
}
}
}
public int GetHealthPointsInQuantile()
{
if (health < 25)
return 0;
else if (health < 50)
return 1;
else if (health < 75)
return 2;
else return 3;
}
private int armour;
public int ArmourPoints
@ -40,6 +45,17 @@ public class CharacterCondition
OnChangeArmourEvent?.Invoke(value);
}
}
public int GetArmourPointsInQuantile()
{
if (armour < 25)
return 0;
else if (armour < 50)
return 1;
else if (armour < 75)
return 2;
else return 3;
}
private int ammo;
public int Ammunition
{
@ -54,15 +70,17 @@ public class CharacterCondition
}
}
[HideInInspector]
public NPCState npcState { get; private set; }
public CharacterCondition()
{
this.Reset();
}
public void Reset()
{
var settings = SettingsReader.Instance.GetSettings;
ammo = settings.maxAmmo;
health = settings.maxHealth;
armour = settings.maxArmour;
ammo = settings.MaxAmmo;
health = settings.MaxHealth;
armour = settings.MaxArmour;
}
public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);

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@ -1,5 +1,5 @@
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folderAsset: yes
DefaultImporter:
externalObjects: {}

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@ -0,0 +1,5 @@
public interface ICharacter
{
Character GetCharacter { get; }
void ResetCharacter();
}

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@ -1,5 +1,5 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2

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@ -0,0 +1,17 @@
using UnityEngine;
public interface INpcBaseState
{
NpcEnumState State { get; }
bool InCover { get; }
bool IsRunning { get; }
bool InDirectPoint { get; }
float HitChance { get; }
float DoDamageChance { get; }
}
public interface INpcBaseBodyState
{
NpcBodyState State { get; }
Vector3 GetPointToHit(GameObject go);
}

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@ -0,0 +1,11 @@
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userData:
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87
Assets/Scripts/Character/MovementController.cs Executable file → Normal file
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@ -1,40 +1,83 @@
using System.Linq;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour
{
public NavPoint currentPosition { get; private set; }
public int PointStartID { get; set; }
public int PointEndID { get; private set; }
public float FlagDistance { get; private set; }
private const float UpdateFlagPositionDelay = 5;
private const float UpdateReachedDestinationDelay = 5;
[SerializeField] private NavMeshAgent navMeshAgent;
[SerializeField] private GameObject flag;
public float DistanceToGo { get; private set; }
public float RemainingDistance => navMeshAgent.remainingDistance;
private Dictionary<int, NavPoint> _idNavPointDict;
private void Start()
private void Awake()
{
navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed;
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
_idNavPointDict = MapManager.Instance.IDToNavPoint;
InvokeRepeating(nameof(UpdateFlagPosition), 0, UpdateFlagPositionDelay);
InvokeRepeating(nameof(ReachedDestination), 0, UpdateReachedDestinationDelay);
}
private void OnDestroy()
{
CancelInvoke(nameof(UpdateFlagPosition));
CancelInvoke(nameof(ReachedDestination));
}
public void Move()
private void UpdateFlagPosition()
{
var pointCandidate = getPointCandidate();
goToNextNavPoint(pointCandidate);
FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
}
public void MoveToRandomPoint()
{
Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
}
private NavPoint getPointCandidate()
{
var NavPointsPositions = MapManager.navPoints
.Select(point => point.transform.position)
.Where(point => (currentPosition.transform.position - point).magnitude <= SettingsReader.Instance.GetSettings.movementSpeed)
.ToList();
return null;
GoToNextNavPoint(MapManager.Instance.NavPoints[Random.Range(0, MapManager.Instance.NavPoints.Count)]);
}
public void goToNextNavPoint(NavPoint destination) =>
navMeshAgent.SetDestination(destination.transform.position);
public List<NavPoint> GetPointsCandidate()
{
return MapManager.Instance.NavPoints
.Where(point =>
(_idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
.ToList();
}
public void GoToNextNavPoint(NavPoint destination)
{
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
PointStartID = PointEndID;
PointEndID = destination.PointId;
navMeshAgent.SetDestination(destination.Position);
DistanceToGo = navMeshAgent.remainingDistance;
}
public void ReturnToStartPoint()
{
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
navMeshAgent.SetDestination(_idNavPointDict[PointStartID].Position);
PointEndID = PointStartID;
PointStartID = -1;
}
public void StopOnPath()
{
navMeshAgent.isStopped = true;
PointStartID = -1;
PointEndID = -1;
}
public void ReachedDestination()
{
if ((navMeshAgent.isStopped == false) && (navMeshAgent.velocity.magnitude < 0.1))
PointStartID = PointEndID;
}
}

205
Assets/Scripts/Character/NPC.cs Executable file → Normal file
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@ -1,61 +1,212 @@
using System;
using UnityEngine;
using System.Collections.Generic;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
[RequireComponent(typeof(MovementController))]
public class NPC : Agent
[RequireComponent(typeof(MovementController),typeof(BufferSensorComponent))]
public class NPC : Agent, ICharacter
{
public Team Team { get; set; }
[HideInInspector]
private float LastTimeHit;
private Character AgentCharacter;
public CharacterCondition Condition;
private FlagZone flagZone = null;
public MovementController moveController;
private void Start()
public INpcBaseState NpcState { get; private set; }
public INpcBaseBodyState NpcBodyState { get; private set; }
public Character GetCharacter => AgentCharacter;
private NpcDirectPointState DirectState;
private NpcInCoverState CoverState;
private NpcRunningState RunningState;
private NpcStandingState StandingState;
private NpcCrouchingState CrouchingState;
private MovementController moveController;
private BufferSensorComponent bufferSensor;
private Dictionary<int, NavPoint> navPointIdDict;
#region UnityEvents and ML
private void Awake()
{
Condition = new CharacterCondition();
DirectState = new NpcDirectPointState();
CoverState = new NpcInCoverState();
RunningState = new NpcRunningState();
NpcState = DirectState;
CrouchingState = new NpcCrouchingState();
StandingState = new NpcStandingState();
NpcBodyState = StandingState;
AgentCharacter = new Character();
Condition = AgentCharacter.Condition;
moveController = gameObject.GetComponent<MovementController>();
bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
flagZone = GameObject.FindObjectOfType<FlagZone>();
if (flagZone is null)
Debug.LogError("Flag Is Not Set");
navPointIdDict = MapManager.Instance.IDToNavPoint;
if (navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public override void OnEpisodeBegin()
{
if (navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
NpcState = DirectState;
flagZone = GameObject.FindObjectOfType<FlagZone>();
}
public override void CollectObservations(VectorSensor sensor)
{
sensor.AddObservation(Condition.HealthPoints);
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int)Condition.npcState);
}
// Debug.Log("Collect observations called!");
navPointIdDict = MapManager.Instance.IDToNavPoint;
if (navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
var candidates = moveController.GetPointsCandidate();
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
if (Input.GetKeyDown(KeyCode.W))
//common sensors
sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
NpcBodyState.GetPointToHit(gameObject)).ToInt());
sensor.AddObservation(AgentCharacter.LastTimeHit);
sensor.AddObservation((!flagZone.IsNotOccup).ToInt());
sensor.AddObservation(Condition.GetHealthPointsInQuantile());
sensor.AddObservation(Condition.GetArmourPointsInQuantile());
sensor.AddObservation(candidates.Count);
sensor.AddObservation(moveController.PointStartID);
sensor.AddObservation(moveController.PointEndID);
// Debug.Log("Done common!");
//state sensors
sensor.AddObservation((int)NpcState.State);
sensor.AddObservation((int)NpcBodyState.State);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team));
sensor.AddObservation(navPointIdDict[moveController.PointStartID].DeathAttr);
sensor.AddObservation(navPointIdDict[moveController.PointEndID].DeathAttr);
sensor.AddObservation(moveController.FlagDistance);
// Debug.Log("Done state sensors!");
//point sensors
foreach (var point in candidates)
{
discreteActionsOut[0] = 1;
var position = transform.position;
bufferSensor.AppendObservation(new float[] {
point.DeathAttr,
(int)point.navType,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, position).ToInt(),
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, AgentCharacter.Team.GetOppositeTeam()).ToInt(),
//6 Have been seen by enemy in this point
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
point.Position).ToInt()
});
}
// Debug.Log("Done collect observations!");
}
public override void OnActionReceived(ActionBuffers actions)
{
if (actions.DiscreteActions[0] == 1)
moveController.MoveToRandomPoint();
// Debug.Log("Actions recieved!");
var result = actions.DiscreteActions;
// Debug.Log(result[0] + " " + result[1]);
if (result[0] == 0)
{
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover)
return;
NpcState = CoverState;
switch (result[1])
{
case 0: Peek(); break;
case 1: Cover(); break;
case 3: Peek(); moveController.GoToNextNavPoint(navPointIdDict[result[2]]); break;
case 4: NpcState = DirectState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
// Debug.Log(result[0] == 1);
if (result[0] == 1)
{
// Debug.Log("BEFORE SOme shitty if >:(");
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction)
{
// Debug.Log("SOme shitty if >:(");
return;
}
// Debug.Log("FUCK");
switch (result[1])
{
case 0: moveController.GoToNextNavPoint(navPointIdDict[result[2]]);
NpcState = RunningState; Debug.Log("Go to point " + result[2]);break;
case 1: NpcState = DirectState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
if (result[0] == 2)
{
if (moveController.PointStartID == moveController.PointEndID && moveController.PointEndID != -1)
return;
switch (result[1])
{
case 0: moveController.StopOnPath(); NpcState = DirectState; break;
case 1: moveController.ReturnToStartPoint(); NpcState = RunningState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
// Debug.Log("Actions processed!");
}
#endregion
public event Action<NpcBodyState> OnChangePosition;
private void Peek()
{
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
NpcBodyState = StandingState;
}
public event Action<object> OnKilledEvent;
public void GetDamage(float damage)
private void Cover()
{
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
NpcBodyState = CrouchingState;
}
public event Action<int, Team> OnDamageRecieved;
public void GetDamage(int damage)
{
AgentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
OnDamageRecieved?.Invoke(damage, AgentCharacter.Team);
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
{
MapManager.AddDeathAttributeToPoints(moveController.PointStartID, moveController.PointEndID,
moveController.DistanceToGo, moveController.RemainingDistance);
var pos = gameObject.transform.position;
var id = moveController.PointStartID;
CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
}
}
public void ResetCharacter()
{
Condition.Reset();
EndEpisode();
}
}

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@ -4,7 +4,7 @@ MonoImporter:
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serializedVersion: 2
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@ -0,0 +1,68 @@
using UnityEngine;
public enum NpcEnumState
{
InCover,
InDirectPoint,
InRunning,
}
public enum NpcBodyState
{
Crouching,
Standing,
}
public class NpcCrouchingState : INpcBaseBodyState
{
public NpcBodyState State => NpcBodyState.Crouching;
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
}
}
public class NpcStandingState : INpcBaseBodyState
{
public NpcBodyState State => NpcBodyState.Standing;
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
}
}
public class NpcDirectPointState : INpcBaseState
{
public bool InCover => false;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInDirectPoint;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInDirectPoint;
public NpcEnumState State => NpcEnumState.InDirectPoint;
}
public class NpcRunningState : INpcBaseState
{
public bool InCover => false;
public bool IsRunning => true;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInRunning;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInRunning;
public NpcEnumState State => NpcEnumState.InRunning;
}
public class NpcInCoverState : INpcBaseState
{
public bool InCover => true;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInCover;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInCover;
public NpcEnumState State => NpcEnumState.InCover;
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,38 @@
using System;
using UnityEngine;
public class Player : MonoBehaviour, ICharacter
{
[HideInInspector]
public Character PlayerCharacter;
public CharacterCondition Condition;
public Character GetCharacter => PlayerCharacter;
private void Awake()
{
PlayerCharacter = new Character();
Condition = PlayerCharacter.Condition;
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public event Action<object> OnKilledEvent;
public void GetDamage(float damage)
{
PlayerCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
}
public void ResetCharacter()
{
Condition = new CharacterCondition();
}
}

11
Assets/Scripts/Character/Player.cs.meta generated Normal file
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@ -0,0 +1,11 @@
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@ -5,7 +5,7 @@ using Unity.Barracuda;
using UnityEngine;
using UnityEngine.InputSystem;
using static scr_Models;
using static scr_Models;
public class scr_CharacterController : MonoBehaviour
{
@ -17,7 +17,7 @@ public class scr_CharacterController : MonoBehaviour
public Vector2 input_Movement;
[HideInInspector]
public Vector2 input_View;
private Vector3 newCameraRotation;
private Vector3 newCharacterRotation;
@ -25,14 +25,14 @@ public class scr_CharacterController : MonoBehaviour
public Transform cameraHolder;
public Transform feetTransform;
[Header("Settings")]
[Header("Settings")]
public PlayerSettingsModel playerSettings;
public float ViewClampYMin = -70;
public float ViewClampYMax = 80;
public LayerMask playerMask;
[Header("Gravity")]
[Header("Gravity")]
public float gravityAmount;
public float gravityMin;
private float playerGravity;
@ -40,14 +40,14 @@ public class scr_CharacterController : MonoBehaviour
public Vector3 jumpingForce;
private Vector3 jumpingForceVelocity;
[Header("Stance")]
[Header("Stance")]
public PlayerStance playerStance;
public float playerStanceSmoothing;
public CharacterStance playerStandStance;
public CharacterStance playerCrouchStance;
public CharacterStance playerProneStance;
private float stanceCheckErrorMargin = 0.05f;
private float cameraHeight;
private float cameraHeightVelocity;
@ -77,13 +77,13 @@ public class scr_CharacterController : MonoBehaviour
defaultInput.Character.Movement.performed += e => input_Movement = e.ReadValue<Vector2>();
defaultInput.Character.View.performed += e => input_View = e.ReadValue<Vector2>();
defaultInput.Character.Jump.performed += e => Jump();
defaultInput.Character.Crouch.performed += e => Crouch();
defaultInput.Character.Prone.performed += e => Prone();
defaultInput.Character.Sprint.performed += e => ToggleSprint();
defaultInput.Character.SprintReleased.performed += e => StopSprint();
defaultInput.Enable();
newCameraRotation = cameraHolder.localRotation.eulerAngles;
@ -134,10 +134,10 @@ public class scr_CharacterController : MonoBehaviour
{
newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime;
transform.localRotation = Quaternion.Euler(newCharacterRotation);
newCameraRotation.x += playerSettings.ViewYSensetivity * (playerSettings.ViewYInverted ? input_View.y : -input_View.y) * Time.deltaTime;
newCameraRotation.x = Mathf.Clamp(newCameraRotation.x, ViewClampYMin, ViewClampYMax);
cameraHolder.localRotation = Quaternion.Euler(newCameraRotation);
}
@ -159,18 +159,18 @@ public class scr_CharacterController : MonoBehaviour
verticalSpeed = playerSettings.RunningForwardSpeed;
horizontalSpeed = playerSettings.RunningStrafeSpeed;
}
// Effectors
if (!characterController.isGrounded)
{
playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
}
else if(playerStance == PlayerStance.Crouch)
else if (playerStance == PlayerStance.Crouch)
{
playerSettings.SpeedEffector = playerSettings.CrouchSpeedEffector;
}
else if(playerStance == PlayerStance.Prone)
}
else if (playerStance == PlayerStance.Prone)
{
playerSettings.SpeedEffector = playerSettings.ProneSpeedEffector;
}
@ -188,12 +188,12 @@ public class scr_CharacterController : MonoBehaviour
verticalSpeed *= playerSettings.SpeedEffector;
horizontalSpeed *= playerSettings.SpeedEffector;
newMovementSpeed = Vector3.SmoothDamp(newMovementSpeed,
new Vector3(horizontalSpeed * input_Movement.x * Time.deltaTime,
0, verticalSpeed * input_Movement.y * Time.deltaTime),
ref newMovementSpeedVelocity, characterController.isGrounded ? playerSettings.MovementSmoothing : playerSettings.FallingSmoothing);
var MovementSpeed = transform.TransformDirection(newMovementSpeed);
if (playerGravity > gravityMin)
@ -208,7 +208,7 @@ public class scr_CharacterController : MonoBehaviour
MovementSpeed.y += playerGravity;
MovementSpeed += jumpingForce * Time.deltaTime;
characterController.Move(MovementSpeed);
}
@ -229,7 +229,7 @@ public class scr_CharacterController : MonoBehaviour
{
stanceHeight = playerProneStance.CameraHeight;
}
cameraHeight = Mathf.SmoothDamp(cameraHolder.localPosition.y, stanceHeight, ref cameraHeightVelocity, playerStanceSmoothing);
cameraHolder.localPosition = new Vector3(cameraHolder.localPosition.x, cameraHeight, cameraHolder.localPosition.z);
@ -240,7 +240,7 @@ public class scr_CharacterController : MonoBehaviour
{
return;
}
if (playerStance == PlayerStance.Crouch)
{
if (StanceCheck(playerStandStance.StanceCollider.height))
@ -250,7 +250,7 @@ public class scr_CharacterController : MonoBehaviour
playerStance = PlayerStance.Stand;
return;
}
// Jump
jumpingForce = Vector3.up * playerSettings.JumpingHeight;
playerGravity = 0;
@ -283,8 +283,8 @@ public class scr_CharacterController : MonoBehaviour
{
var start = new Vector3(feetTransform.position.x, feetTransform.position.y + characterController.radius + stanceCheckErrorMargin, feetTransform.position.z);
var end = new Vector3(feetTransform.position.x, feetTransform.position.y - characterController.radius - stanceCheckErrorMargin + stanceCheckheight, feetTransform.position.z);
return Physics.CheckCapsule(start, end, characterController.radius, playerMask);
}
@ -297,7 +297,7 @@ public class scr_CharacterController : MonoBehaviour
}
isSprinting = !isSprinting;
}
private void StopSprint()
{
if (playerSettings.SprintingHold)
@ -305,5 +305,5 @@ public class scr_CharacterController : MonoBehaviour
isSprinting = false;
}
}
}

View File

@ -1,62 +1,45 @@
using System;
using System;
using UnityEngine;
public static class scr_Models
{
#region Player
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
#region Player
public bool ViewXInverted;
public bool ViewYInverted;
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
[Header("Movement Settings")]
public bool SprintingHold;
public float MovementSmoothing;
[Header("Movement - Running")]
public float RunningForwardSpeed;
public float RunningStrafeSpeed;
[Header("Movement - Walking")]
public float WalkingForwardSpeed;
public float WalkingBackwardSpeed;
public float WalkingStrafeSpeed;
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
public bool ViewXInverted;
public bool ViewYInverted;
[Header("Speed Effectors")]
public float SpeedEffector = 1;
public float CrouchSpeedEffector;
public float ProneSpeedEffector;
public float FallingSpeedEffector;
}
[Header("Movement Settings")]
public bool SprintingHold;
public float MovementSmoothing;
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
[Header("Movement - Running")]
public float RunningForwardSpeed;
public float RunningStrafeSpeed;
#endregion
[Header("Movement - Walking")]
public float WalkingForwardSpeed;
public float WalkingBackwardSpeed;
public float WalkingStrafeSpeed;
#region - Weapons -
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
}
[Serializable]
public class WeaponSettingsModel
@ -78,5 +61,29 @@ public static class scr_Models
public float MovementSwaySmoothing;
}
#endregion
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
#endregion
#region - Weapons -
[Serializable]
public class WeaponSettingsModel
{
[Header("Sway")]
public float SwayAmount;
public bool SwayYInverted;
public bool SwayXInverted;
public float SwaySmoothing;
public float SwayResetSmoothing;
public float SwayClampX;
public float SwayClampY;
}
#endregion
}

View File

@ -1,57 +1,150 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditorInternal;
using System;
using Unity.MLAgents;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private static GameManager instance;
public static GameManager Instance { get { return instance; } }
public static GameManager Instance => instance;
private static SimpleMultiAgentGroup defendersTeam = new SimpleMultiAgentGroup();
private static SimpleMultiAgentGroup attackersTeam = new SimpleMultiAgentGroup();
private void Awake()
{
if (Instance == null)
if (instance is null)
instance = this;
else if (Instance == this)
else
{
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
}
private void Start()
{
GlobalEventManager.onCaptureFlag += flagCaptured;
GlobalEventManager.onTimeLeft += timeOut;
}
Academy.Instance.OnEnvironmentReset += ResetScene;
GlobalEventManager.OnCaptureFlag += FlagCaptured;
GlobalEventManager.OnTimeLeft += TimeOut;
private void Update()
{
}
private void flagCaptured(Team team)
{
switch(team)
var agents = GameObject.FindObjectsOfType<Agent>();
foreach (var item in agents)
{
case Team.Attackers:
Debug.Log("Attackers Win");
break;
case Team.Defenders:
Debug.Log("Defenders Win");
break;
default:
Debug.LogError("Unexpected Team");
break;
var agent = item as NPC;
if (agent.GetCharacter.Team == Team.Attackers)
attackersTeam.RegisterAgent(item);
else
defendersTeam.RegisterAgent(item);
}
}
private void timeOut()
private static SimpleMultiAgentGroup getAgentList(Team team)
{
Debug.Log("Time is out");
if (team == Team.Attackers)
return attackersTeam;
else
return defendersTeam;
}
public static bool IsCloserToEnemyThanToNextNavPoint(NavPoint navPoint, Vector3 currentTransform, Team oppositeTeam)
{
var agentGroup = getAgentList(oppositeTeam);
var distToNavPoint = (currentTransform - navPoint.Position).magnitude;
foreach (var agent in agentGroup.GetRegisteredAgents())
if (distToNavPoint > (currentTransform - agent.transform.position).magnitude)
return true;
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
if (distToNavPoint > (currentTransform - CharacterFactory.Instance.player.transform.position).magnitude)
return true;
}
return false;
}
public static bool IsEnemyNearby(Vector3 currentTransform, Team oppositeTeam)
{
var agentGroup = getAgentList(oppositeTeam);
foreach (var agent in agentGroup.GetRegisteredAgents())
if ((currentTransform - agent.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
return true;
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
if ((currentTransform - CharacterFactory.Instance.player.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
return true;
}
return false;
}
public static bool IsCloserToFlagFromNextNavPoint(NavPoint navPoint, Vector3 currentTransform)
=> navPoint.FlagDistance < (currentTransform - GameObject.FindGameObjectWithTag("Flag").transform.position).magnitude;
public static bool IsHaveSeenByEnemy(Team oppositeTeam, Vector3 position)
{
var agentGroup = getAgentList(oppositeTeam);
RaycastHit rayHit = new RaycastHit();
foreach (var agent in agentGroup.GetRegisteredAgents() )
{
var npc = agent as NPC;
if (Physics.Raycast(position,
(npc.NpcBodyState.GetPointToHit(npc.gameObject) - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (rayHit.collider.gameObject.GetComponent<ICharacter>() != null)
return true;
}
}
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
var player = CharacterFactory.Instance.player;
if (Physics.Raycast(position,
(player.GetComponent<MeshRenderer>().bounds.center - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (rayHit.collider.gameObject.GetComponent<ICharacter>() != null)
return true;
}
}
return false;
}
private void FlagCaptured(Team team)
{
switch (team)
{
case Team.Attackers:
Debug.Log("Attackers Win");
ResetScene();
break;
case Team.Defenders:
Debug.Log("Defenders Win");
ResetScene();
break;
}
ResetScene();
}
private void TimeOut()
{
ResetScene();
}
private void OnDestroy()
{
GlobalEventManager.onCaptureFlag -= flagCaptured;
GlobalEventManager.onTimeLeft -= timeOut;
GlobalEventManager.OnCaptureFlag -= FlagCaptured;
GlobalEventManager.OnTimeLeft -= TimeOut;
}
public static event Action OnResetScene;
private void ResetScene()
{
Debug.Log("Scene Reset");
OnResetScene?.Invoke();
}
}

View File

@ -2,18 +2,18 @@
public class GlobalEventManager
{
public static event Action<Team> onCaptureFlag;
public static event Action<Team> OnCaptureFlag;
public static void SendCaptureFlag(Team team)
{
onCaptureFlag?.Invoke(team);
onCaptureFlag = null;
OnCaptureFlag?.Invoke(team);
OnCaptureFlag = null;
}
public static event Action onTimeLeft;
public static event Action OnTimeLeft;
public static void SendTimeout()
{
onTimeLeft?.Invoke();
onTimeLeft = null;
OnTimeLeft?.Invoke();
OnTimeLeft = null;
}
}

View File

@ -3,15 +3,61 @@ using UnityEngine;
public class MapManager : MonoBehaviour
{
public static List<NavPoint> navPoints { get; private set; }
private void Start()
private static MapManager _instance;
public static MapManager Instance => _instance;
[SerializeField] private List<NavPoint> _navPoints;
public List<NavPoint> NavPoints { get => _navPoints; private set => _navPoints = value; }
public Dictionary<int, NavPoint> IDToNavPoint {get; private set; }
private void Awake()
{
navPoints = new List<NavPoint>();
var navPointsGameObj = GameObject.FindGameObjectsWithTag("Point");
foreach (var gameobj in navPointsGameObj)
if (_instance is null)
_instance = this;
else
{
Debug.Log(" a ");
navPoints.Add(gameobj.GetComponent<NavPoint>());
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
NavPoints = new List<NavPoint>();
var navPointSet = GameObject.Find("NavPoint Set");
var count = navPointSet.transform.childCount;
for (var i=0; i < count; i++)
NavPoints.Add(navPointSet.transform.GetChild(i)
.gameObject.GetComponent<NavPoint>());
print(NavPoints.Count);
NavPointSetToID();
}
private void NavPointSetToID()
{
IDToNavPoint = new Dictionary<int, NavPoint>();
int i = 0;
foreach (var navPoint in NavPoints)
{
IDToNavPoint.Add(i, navPoint);
navPoint.PointId = i;
i++;
}
}
public static void AddDeathAttributeToPoints(int startPoint, int endPoint,
float allDistance, float remainingDistance)
{
var startNavPoint = _instance.IDToNavPoint[startPoint];
var endNavPoint = _instance.IDToNavPoint[endPoint];
float coef;
try
{
coef = remainingDistance / allDistance;
}
catch (System.ArithmeticException)
{
Debug.LogError("Path Length is zero");
return;
}
startNavPoint.DeathAttr += 1 - coef;
endNavPoint.DeathAttr += coef;
}
}

View File

@ -1,11 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class TimeManager : MonoBehaviour
{
public static TimeManager instance = null;
public float CurrentTime;
private static TimeManager instance;
public static TimeManager Instance { get { return instance; } }
public float CurrentTime { get; private set; }
void Start()
{
if (instance == null)
@ -15,12 +15,14 @@ public class TimeManager : MonoBehaviour
}
else
{
Debug.LogError("Only one Instance");
Debug.LogError("Only 1 Instance");
Destroy(gameObject);
}
}
void Update()
{
CurrentTime += Time.deltaTime;
if (CurrentTime > SettingsReader.Instance.GetSettings.TimeOut)
GlobalEventManager.SendTimeout();
}
}

View File

@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class FlagZone : MonoBehaviour
{
@ -9,14 +7,14 @@ public class FlagZone : MonoBehaviour
public float TimeStayDefenders { get; private set; }
private int occupDefenders;
private int occupAttackers;
private bool isOccupBoth => (occupDefenders>0) && (occupAttackers>0);
private bool isNotOccup => (occupDefenders == 0) && (occupAttackers == 0);
public bool IsOccupBoth => (occupDefenders > 0) && (occupAttackers > 0);
public bool IsNotOccup => (occupDefenders == 0) && (occupAttackers == 0);
private float timeForWin;
private void Start()
{
timeForWin = SettingsReader.Instance.GetSettings.timeToWin;
timeForWin = SettingsReader.Instance.GetSettings.TimeToWin;
TimeStayAttackers = 0;
TimeStayDefenders = 0;
occupAttackers = 0;
@ -24,7 +22,7 @@ public class FlagZone : MonoBehaviour
}
private void OnTriggerEnter(Collider other)
{
switch(other.tag)
switch (other.tag)
{
case "Defender":
occupDefenders++;
@ -54,7 +52,7 @@ public class FlagZone : MonoBehaviour
}
private void Update()
{
if (isOccupBoth || isNotOccup)
if (IsOccupBoth || IsNotOccup)
{
TimeStayAttackers = 0;
TimeStayDefenders = 0;
@ -64,7 +62,7 @@ public class FlagZone : MonoBehaviour
{
TimeStayAttackers += Time.deltaTime;
if (TimeStayAttackers > timeForWin)
GlobalEventManager.SendCaptureFlag(Team.Attackers);
GlobalEventManager.SendCaptureFlag(Team.Attackers);
}
else
{

View File

@ -1,27 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using System;
using UnityEngine;
public enum NavPointType
{
Cover,
Direction,
}
public class NavPoint : MonoBehaviour
{
public Vector3 position => gameObject.transform.position;
public Vector3 Position => gameObject.transform.position;
public float FlagDistance { get; private set; }
[System.NonSerialized] public float DeathAttr;
[System.NonSerialized] public List<Vector3> EnemiesSeen;
//Here other attributes;
[SerializeField]
public int PointId;
public NavPointType navType = NavPointType.Direction;
private void Awake()
{
//DO NOT DELETE
}
[HideInInspector]
public int PointId = 0;
public float DeathAttr = 0;
public List<Vector3> EnemiesSeen = new List<Vector3>();
private void Start()
{
FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - position).magnitude;
EnemiesSeen = new List<Vector3>();
DeathAttr = 0;
FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - Position).magnitude;
}
}

View File

@ -1,30 +1,41 @@
using UnityEngine;
[CreateAssetMenu(fileName ="Game Settings", menuName = "Game/Settings", order = 51)]
[CreateAssetMenu(fileName = "Game Settings", menuName = "Game/Settings", order = 51)]
public class Settings : ScriptableObject
{
public bool isTesting;
public bool IsTesting;
public float timeToWin;
public float timeOut;
public float TimeToWin;
public float TimeOut;
[Header("movement")]
public float movementDistance;
public float movementSpeed;
public float MovementDistance;
public float MovementSpeed;
public TypeAI defTeamAI;
public TypeAI atcTeamAI;
public int numOfDefenders;
public int numOfAttackers;
public bool hasHumanDefender;
public bool hasHumanAttacker;
public TypeAI DefTeamAI;
public TypeAI AtcTeamAI;
public int NumOfDefenders;
public int NumOfAttackers;
public bool HasHumanDefender;
public bool HasHumanAttacker;
public int healthPickupAmount;
public int armourPickupAmount;
public int ammunitionPickupAmount;
public int pickupsAmount;
public int HealthPickupAmount;
public int ArmourPickupAmount;
public int AmmunitionPickupAmount;
public int PickupsAmount;
public int maxHealth;
public int maxArmour;
public int maxAmmo;
public int MaxHealth;
public int MaxArmour;
public int MaxAmmo;
public float ViewDistance;
public float GetHitChanceInDirectPoint;
public float GetHitChanceInRunning;
public float GetHitChanceInCover;
public float DoDamageChanceInDirectPoint;
public float DoDamageChanceInRunning;
public float DoDamageChanceInCover;
public float CrouchingCoefficient;
}

View File

@ -1,17 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class SettingsReader : MonoBehaviour
{
private static SettingsReader instance;
public static SettingsReader Instance { get { return instance; } }
public static SettingsReader Instance => instance;
private void Awake()
{
instance = this;
if (instance is null)
instance = this;
else
{
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
}
[SerializeField] private Settings gameSettings;
public Settings GetSettings { get { return gameSettings; } }
public Settings GetSettings => gameSettings;
}

View File

@ -1,9 +0,0 @@
using UnityEngine;
public class Statistics : MonoBehaviour
{
private void Start()
{
}
}

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class AmmoPickUp : MonoBehaviour, IPickable
@ -11,9 +10,14 @@ public class AmmoPickUp : MonoBehaviour, IPickable
PickObject(other.gameObject);
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public void PickObject(GameObject obj)
{
obj.GetComponent<CharacterCondition>()?.TakeAmmo(SettingsReader.Instance.GetSettings.ammunitionPickupAmount);
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.TakeAmmo(SettingsReader.Instance.GetSettings.AmmunitionPickupAmount);
gameObject.SetActive(false);
}
}

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class ArmourPickUp : MonoBehaviour, IPickable
@ -11,9 +10,14 @@ public class ArmourPickUp : MonoBehaviour, IPickable
PickObject(other.gameObject);
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public void PickObject(GameObject obj)
{
obj.GetComponent<CharacterCondition>()?.GiveArmour(SettingsReader.Instance.GetSettings.armourPickupAmount);
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveArmour(SettingsReader.Instance.GetSettings.ArmourPickupAmount);
gameObject.SetActive(false);
}
}

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class HealthPickUp : MonoBehaviour, IPickable
@ -11,9 +10,14 @@ public class HealthPickUp : MonoBehaviour, IPickable
PickObject(other.gameObject);
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public void PickObject(GameObject obj)
{
obj.GetComponent<CharacterCondition>()?.GiveHealth(SettingsReader.Instance.GetSettings.healthPickupAmount);
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveHealth(SettingsReader.Instance.GetSettings.HealthPickupAmount);
gameObject.SetActive(false);
}
}

View File

@ -1,7 +1,6 @@
using System;
using UnityEngine;
using UnityEngine;
public interface IPickable
{
PickUpType type { get; }
PickUpType type { get; }
void PickObject(GameObject obj);
}

View File

@ -16,10 +16,18 @@ public class PickUpSpawner : MonoBehaviour
[SerializeField] private List<NavPoint> spawnPoints;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
}
private void Start()
{
pickups = new List<GameObject>();
var amount = SettingsReader.Instance.GetSettings.pickupsAmount;
var amount = SettingsReader.Instance.GetSettings.PickupsAmount;
for (int i = 0; i < amount; i++)
pickups.Add(GameObject.Instantiate(healthPrefab, spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position, Quaternion.identity));
for (int i = 0; i < amount; i++)
@ -36,25 +44,25 @@ public class PickUpSpawner : MonoBehaviour
private IEnumerator SpawnNewPickUps()
{
while(true)
while (true)
{
GameObject item;
if(IsDisableCheck(out item))
if (IsDisableCheck(out item))
{
yield return new WaitForSeconds(3);
if (item != null)
{
item.transform.position = spawnPoints[Random.Range(0, spawnPoints.Count)].position;
item.transform.position = spawnPoints[Random.Range(0, spawnPoints.Count)].Position;
item.SetActive(true);
}
}
yield return new WaitForSeconds(2);
yield return new WaitForSeconds(2);
}
}
private bool IsDisableCheck(out GameObject gameobj)
{
foreach(var pick in pickups)
foreach (var pick in pickups)
{
if (!pick.activeInHierarchy)
{

View File

@ -1,6 +0,0 @@
public enum SensorType
{
Visual,
Sound,
Other
}

View File

@ -1,4 +0,0 @@
using System.Collections.Generic;
using Unity.MLAgents.Sensors;

8
Assets/Scripts/Statistics.meta generated Normal file
View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3a9f7f0a9faf11f49a433480722bffc5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,19 @@
using System.IO;
using UnityEngine;
public class Logger
{
private const string Directory = "/Logs/";
private const string BaseName = "Log#";
public static void SaveLog<T>(T objToSerialize)
{
var dir = Application.persistentDataPath + Directory;
if (!System.IO.Directory.Exists(dir))
System.IO.Directory.CreateDirectory(dir);
var logName = BaseName + (System.IO.Directory.GetFiles(dir).Length + 1).ToString();
var json = JsonUtility.ToJson(objToSerialize);
File.WriteAllText(dir + logName, json);
}
}

11
Assets/Scripts/Statistics/Logger.cs.meta generated Normal file
View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b3a1cec894fa98b4bbe20470f1e316c4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,51 @@
using UnityEngine;
internal class Log
{
public int damageTakenByDefs = 0;
public int damageTakenByAtc = 0;
public int AtcWin = 0;
public int DefWin = 0;
public int TimeOuts = 0;
}
public class StatisticManager : MonoBehaviour
{
private Log log = new Log();
private void Awake()
{
foreach (var npc in GameObject.FindObjectsOfType<NPC>())
npc.OnDamageRecieved += RegisterDamage;
GlobalEventManager.OnCaptureFlag += RegisterWin;
GlobalEventManager.OnTimeLeft += RegisterTimeOut;
}
private void RegisterDamage(int damage, Team team)
{
if (team == Team.Attackers)
log.damageTakenByAtc += damage;
else
log.damageTakenByDefs += damage;
}
private void RegisterWin(Team team)
{
if (team == Team.Attackers)
log.AtcWin += 1;
else
log.DefWin += 1;
}
private void RegisterTimeOut()
{
log.TimeOuts += 1;
}
private void OnApplicationQuit()
{
Logger.SaveLog<Log>(log);
}
}

View File

@ -0,0 +1,7 @@
public static class BoolExtension
{
public static int ToInt(this bool _bool)
{
return _bool == true ? 1 : 0;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f48fff3c2eda14d4fba923fe8875f651
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,10 +1,10 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityObject = UnityEngine.Object;
[Serializable, DebuggerDisplay("Count = {Count}")]

View File

@ -1,4 +1,4 @@
using System;
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
@ -7,7 +7,7 @@ using static scr_Models;
public class scr_WeaponController : MonoBehaviour
{
private scr_CharacterController characterController;
[Header("Settings")]
[Header("Settings")]
public WeaponSettingsModel settings;
[Header("References")]
@ -52,9 +52,9 @@ public class scr_WeaponController : MonoBehaviour
weaponAnimator.speed = characterController.weaponAnimationSpeed;
targetWeaponRotation.y += settings.SwayAmount * (settings.SwayXInverted ? -characterController.input_View.x : characterController.input_View.x) * Time.deltaTime;
targetWeaponRotation.x += settings.SwayAmount * (settings.SwayYInverted ? characterController.input_View.y : -characterController.input_View.y) * Time.deltaTime;
targetWeaponRotation.x += settings.SwayAmount * (settings.SwayYInverted ? characterController.input_View.y : -characterController.input_View.y) * Time.deltaTime;
//newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
@ -77,4 +77,4 @@ public class scr_WeaponController : MonoBehaviour
{
weaponAnimator.SetBool("isSprinting", characterController.isSprinting);
}
}
}