Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into enikeev/dev/2
This commit is contained in:
118
Assets/Scripts/Bots/CharacterFactory.cs
Normal file
118
Assets/Scripts/Bots/CharacterFactory.cs
Normal file
@ -0,0 +1,118 @@
|
||||
using System.Collections.Generic;
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||||
using Unity.Barracuda;
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||||
using Unity.MLAgents.Policies;
|
||||
using UnityEngine;
|
||||
|
||||
public class CharacterFactory : MonoBehaviour
|
||||
{
|
||||
private static CharacterFactory instance;
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||||
public static CharacterFactory Instance => instance;
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||||
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||||
[SerializeField] private List<NavPoint> spawnPointsForDefendersTeam;
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||||
[SerializeField] private List<NavPoint> spawnPointsForAttackersTeam;
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||||
[SerializeField] private GameObject AIPrefab;
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||||
[SerializeField] private GameObject PlayerPrefab;
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||||
|
||||
private List<GameObject> bots = new List<GameObject>();
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||||
public GameObject player { get; private set; }
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||||
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private void Awake()
|
||||
{
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if (instance == null)
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||||
instance = this;
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||||
else
|
||||
{
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Destroy(gameObject);
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Debug.LogError("Only 1 Instance");
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||||
}
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||||
}
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||||
|
||||
private void Start()
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||||
{
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var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
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var defNum = SettingsReader.Instance.GetSettings.NumOfDefenders;
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var humanDef = SettingsReader.Instance.GetSettings.HasHumanDefender == true ? 1 : 0;
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var humanAtc = SettingsReader.Instance.GetSettings.HasHumanAttacker == true ? 1 : 0;
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if (humanAtc == 1 && humanDef == 1)
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throw new System.ArgumentException("Can be only one human player");
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||||
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for (int i = 0; i < attcNum - humanAtc; i++)
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InstanciateEntity(Team.Attackers, TypeAI.D0DiskAI,
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||||
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
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for (int i = 0; i < defNum - humanDef; i++)
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InstanciateEntity(Team.Defenders, TypeAI.D0DiskAI,
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spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
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if (humanAtc == 1)
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InstanciateEntity(Team.Attackers, TypeAI.HumanAI,
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spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
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if (humanDef == 1)
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InstanciateEntity(Team.Defenders, TypeAI.HumanAI,
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spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
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GameManager.OnResetScene += ResetCharacters;
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}
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private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint)
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{
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var gameobject = GameObject.Instantiate(
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typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
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spawnPoint.Position,
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Quaternion.identity);
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gameobject.SetActive(true);
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if (team == Team.Attackers)
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gameObject.tag = "Attacker";
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else
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gameObject.tag = "Defender";
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if (typeAi == TypeAI.HumanAI)
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{
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gameobject.GetComponent<Player>().GetCharacter.Team = team;
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player = gameobject;
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}
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else
|
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{
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var npc = gameobject.GetComponent<NPC>();
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npc.GetCharacter.Team = team;
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npc.SetModel(team.ToString(), ScriptableObject.CreateInstance<NNModel>(), InferenceDevice.Default );
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gameobject.GetComponent<MovementController>().PointStartID = spawnPoint.PointId;
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bots.Add(gameobject);
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}
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}
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public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId)
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{
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character.ResetCharacter();
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var team = character.GetCharacter.Team;
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NavPoint navPoint;
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if (team == Team.Attackers)
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navPoint = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)];
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else
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navPoint = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)];
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pos = navPoint.Position;
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startPointId = navPoint.PointId;
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}
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private void ResetCharacters()
|
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{
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foreach (var bot in bots)
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||||
{
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var npc = bot.GetComponent<NPC>();
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||||
npc.ResetCharacter();
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if (npc.GetCharacter.Team == Team.Attackers)
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bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
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else
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bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
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||||
}
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||||
Player player;
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if (TryGetComponent<Player>(out player))
|
||||
{
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player.ResetCharacter();
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||||
if (player.GetCharacter.Team == Team.Attackers)
|
||||
this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
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||||
else
|
||||
this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
|
||||
}
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||||
}
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||||
}
|
0
Assets/Scripts/Bots/CharacterPooler.cs.meta → Assets/Scripts/Bots/CharacterFactory.cs.meta
generated
Executable file → Normal file
0
Assets/Scripts/Bots/CharacterPooler.cs.meta → Assets/Scripts/Bots/CharacterFactory.cs.meta
generated
Executable file → Normal file
@ -1,4 +0,0 @@
|
||||
public class CharacterPooler
|
||||
{
|
||||
|
||||
}
|
@ -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;
|
||||
}
|
||||
}
|
12
Assets/Scripts/Character/Character.cs
Normal file
12
Assets/Scripts/Character/Character.cs
Normal file
@ -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();
|
||||
}
|
||||
}
|
2
Assets/Scripts/Sensors/SensorType.cs.meta → Assets/Scripts/Character/Character.cs.meta
generated
Executable file → Normal file
2
Assets/Scripts/Sensors/SensorType.cs.meta → Assets/Scripts/Character/Character.cs.meta
generated
Executable file → Normal file
@ -1,5 +1,5 @@
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||||
fileFormatVersion: 2
|
||||
guid: 8f76201fe6436164789d10350a0fd6e2
|
||||
guid: 44d6a17ad31b31241928e1a17e9aba37
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
|
@ -1,12 +1,6 @@
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||||
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);
|
||||
|
2
Assets/Scripts/Sensors.meta → Assets/Scripts/Character/Interfaces.meta
generated
Executable file → Normal file
2
Assets/Scripts/Sensors.meta → Assets/Scripts/Character/Interfaces.meta
generated
Executable file → Normal file
@ -1,5 +1,5 @@
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||||
fileFormatVersion: 2
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||||
guid: 5e73ba257bc6b684c86edf9ecfd475ef
|
||||
guid: f23b6db3be1e4cd469fd18dfe3e39764
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
5
Assets/Scripts/Character/Interfaces/ICharacter.cs
Normal file
5
Assets/Scripts/Character/Interfaces/ICharacter.cs
Normal file
@ -0,0 +1,5 @@
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||||
public interface ICharacter
|
||||
{
|
||||
Character GetCharacter { get; }
|
||||
void ResetCharacter();
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4599c57bc5b1c3945847dead0f9f0ba4
|
||||
guid: b6dfb78244ae35c4db1326d5f5b73375
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
17
Assets/Scripts/Character/Interfaces/INpcBaseState.cs
Normal file
17
Assets/Scripts/Character/Interfaces/INpcBaseState.cs
Normal file
@ -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);
|
||||
}
|
11
Assets/Scripts/Character/Interfaces/INpcBaseState.cs.meta
generated
Normal file
11
Assets/Scripts/Character/Interfaces/INpcBaseState.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58b7e1962495ada4c8e6ee6219c99a20
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
87
Assets/Scripts/Character/MovementController.cs
Executable file → Normal file
87
Assets/Scripts/Character/MovementController.cs
Executable file → Normal file
@ -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
205
Assets/Scripts/Character/NPC.cs
Executable file → Normal file
@ -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();
|
||||
}
|
||||
}
|
||||
|
2
Assets/Scripts/Character/NPC.cs.meta
generated
2
Assets/Scripts/Character/NPC.cs.meta
generated
@ -4,7 +4,7 @@ MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: 200
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
68
Assets/Scripts/Character/NpcState.cs
Normal file
68
Assets/Scripts/Character/NpcState.cs
Normal file
@ -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;
|
||||
}
|
11
Assets/Scripts/Character/NpcState.cs.meta
generated
Normal file
11
Assets/Scripts/Character/NpcState.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a192e433e26797745ad0b46de2586de3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
38
Assets/Scripts/Character/Player.cs
Normal file
38
Assets/Scripts/Character/Player.cs
Normal file
@ -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
11
Assets/Scripts/Character/Player.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a8c9a8e604d395c4ab9d03d28adc4982
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -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
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
{
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -1,9 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Statistics : MonoBehaviour
|
||||
{
|
||||
private void Start()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,6 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
public interface IPickable
|
||||
{
|
||||
PickUpType type { get; }
|
||||
PickUpType type { get; }
|
||||
void PickObject(GameObject obj);
|
||||
}
|
@ -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)
|
||||
{
|
||||
|
@ -1,6 +0,0 @@
|
||||
public enum SensorType
|
||||
{
|
||||
Visual,
|
||||
Sound,
|
||||
Other
|
||||
}
|
@ -1,4 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.MLAgents.Sensors;
|
||||
|
||||
|
8
Assets/Scripts/Statistics.meta
generated
Normal file
8
Assets/Scripts/Statistics.meta
generated
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a9f7f0a9faf11f49a433480722bffc5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
19
Assets/Scripts/Statistics/Logger.cs
Normal file
19
Assets/Scripts/Statistics/Logger.cs
Normal 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
11
Assets/Scripts/Statistics/Logger.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3a1cec894fa98b4bbe20470f1e316c4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
51
Assets/Scripts/Statistics/StatisticManager.cs
Normal file
51
Assets/Scripts/Statistics/StatisticManager.cs
Normal 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);
|
||||
}
|
||||
}
|
0
Assets/Scripts/Misc/Statistics.cs.meta → Assets/Scripts/Statistics/StatisticManager.cs.meta
generated
Executable file → Normal file
0
Assets/Scripts/Misc/Statistics.cs.meta → Assets/Scripts/Statistics/StatisticManager.cs.meta
generated
Executable file → Normal file
7
Assets/Scripts/Utils/BoolToInteger.cs
Normal file
7
Assets/Scripts/Utils/BoolToInteger.cs
Normal file
@ -0,0 +1,7 @@
|
||||
public static class BoolExtension
|
||||
{
|
||||
public static int ToInt(this bool _bool)
|
||||
{
|
||||
return _bool == true ? 1 : 0;
|
||||
}
|
||||
}
|
11
Assets/Scripts/Utils/BoolToInteger.cs.meta
generated
Normal file
11
Assets/Scripts/Utils/BoolToInteger.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f48fff3c2eda14d4fba923fe8875f651
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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}")]
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user