latest changes

This commit is contained in:
2022-04-18 09:34:08 +07:00
parent 1691020ece
commit 29fec74bd4
35 changed files with 742 additions and 4025 deletions

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@ -0,0 +1,59 @@
using System.Collections.Generic;
using UnityEngine;
using Unity;
public class CharacterFactory : MonoBehaviour
{
private CharacterFactory instance;
public CharacterFactory Instance { get { return instance; } }
[SerializeField] private List<NavPoint> spawnPointsForDefendersTeam;
[SerializeField] private List<NavPoint> spawnPointsForAttackersTeam;
[SerializeField] private GameObject AIPrefab;
[SerializeField] private GameObject PlayerPrefab;
private List<GameObject> Players;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
}
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)]);
}
private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint)
{
var gameobject = GameObject.Instantiate(
typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
spawnPoint.position,
Quaternion.identity);
var character = gameObject.GetComponent<ICharacter>();
character.GetCharacter.Team = team;
}
}

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

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@ -0,0 +1,22 @@
using UnityEngine;
public class Character
{
public Team Team { get; set; }
public float LastTimeHit = 0;
public CharacterCondition Condition;
public Character()
{
Condition = new CharacterCondition();
}
public void ResetCharacter()
{
}
}
public interface ICharacter
{
Character GetCharacter { get; }
}

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@ -0,0 +1,11 @@
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@ -1,12 +1,6 @@
using System;
using UnityEngine;
public enum NPCState
{
InCover,
InBlancPoint,
InRunning,
}
public class CharacterCondition
{
@ -54,9 +48,6 @@ public class CharacterCondition
}
}
[HideInInspector]
public NPCState npcState { get; private set; }
public CharacterCondition()
{
var settings = SettingsReader.Instance.GetSettings;

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@ -14,27 +14,19 @@ public class MovementController : MonoBehaviour
navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed;
}
public void Move()
{
var pointCandidate = getPointCandidate();
goToNextNavPoint(pointCandidate);
}
public void MoveToRandomPoint()
{
Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
}
private NavPoint getPointCandidate()
public List<NavPoint> getPointsCandidate()
{
var NavPointsPositions = MapManager.navPoints
.Select(point => point.transform.position)
.Where(point => (currentPosition.transform.position - point).magnitude <= SettingsReader.Instance.GetSettings.movementSpeed)
return MapManager.navPoints
.Where(point => (currentPosition.position - point.position).magnitude <= SettingsReader.Instance.GetSettings.movementSpeed)
.ToList();
return null;
}
public void goToNextNavPoint(NavPoint destination) =>
navMeshAgent.SetDestination(destination.transform.position);
navMeshAgent.SetDestination(destination.position);
}

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@ -3,27 +3,50 @@ using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using System.Collections.Generic;
[RequireComponent(typeof(MovementController))]
public class NPC : Agent
public class NPC : Agent, ICharacter
{
public Team Team { get; set; }
[HideInInspector]
private float LastTimeHit;
public Character AgentCharacter;
public CharacterCondition Condition;
public MovementController moveController;
public NPC_BaseState NPC_State { get; private set; }
public Character GetCharacter => AgentCharacter;
private NPC_DirectPointState DirectState;
private NPC_InCoverState CoverState;
private NPC_RunningState RunningState;
private MovementController moveController;
private BufferSensorComponent bufferSensor;
private void Awake()
{
DirectState = new NPC_DirectPointState();
CoverState = new NPC_InCoverState();
RunningState = new NPC_RunningState();
NPC_State = DirectState;
AgentCharacter = new Character();
Condition = AgentCharacter.Condition;
}
private void Start()
{
Condition = new CharacterCondition();
AgentCharacter = new Character();
Condition = AgentCharacter.Condition;
moveController = gameObject.GetComponent<MovementController>();
bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
GameManager.OnResetScene += AgentCharacter.ResetCharacter;
}
public override void OnEpisodeBegin()
{
}
public override void CollectObservations(VectorSensor sensor)
@ -31,7 +54,28 @@ public class NPC : Agent
sensor.AddObservation(Condition.HealthPoints);
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int)Condition.npcState);
sensor.AddObservation((int)NPC_State.State);
var candidates = moveController.getPointsCandidate();
foreach (var point in candidates)
{
bufferSensor.AppendObservation(new float[] {
//1 position in navpointId
(float)moveController.currentPosition.PointId,
//2 distance to flag
moveController.currentPosition.FlagDistance,
//3 death count in point
moveController.currentPosition.DeathAttr,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position)==true?1:0,
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team)==true?1:0
});
}
}
public override void Heuristic(in ActionBuffers actionsOut)
@ -46,16 +90,28 @@ public class NPC : Agent
public override void OnActionReceived(ActionBuffers actions)
{
if (actions.DiscreteActions[0] == 1)
{
moveController.MoveToRandomPoint();
NPC_State = RunningState;
}
}
public event Action<object> OnKilledEvent;
public void GetDamage(float damage)
{
AgentCharacter.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);
moveController.currentPosition.DeathAttr += 1;
}
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
}

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@ -0,0 +1,46 @@
public enum NPC_EnumState
{
InCover,
InDirectPoint,
InRunning,
}
public interface NPC_BaseState
{
NPC_EnumState State { get; }
bool InCover { get; }
bool IsRunning { get; }
bool InDirectPoint { get; }
float HitChance { get; }
float DoDamageChance { get; }
}
public class NPC_DirectPointState : NPC_BaseState
{
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 NPC_EnumState State => NPC_EnumState.InDirectPoint;
}
public class NPC_RunningState : NPC_BaseState
{
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 NPC_EnumState State => NPC_EnumState.InRunning;
}
public class NPC_InCoverState : NPC_BaseState
{
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 NPC_EnumState State => NPC_EnumState.InCover;
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,34 @@
using System;
using UnityEngine;
public class Player : MonoBehaviour, ICharacter
{
[HideInInspector]
public Character PlayerCharacter;
public CharacterCondition Condition;
public Character GetCharacter => PlayerCharacter;
private void Start()
{
PlayerCharacter = new Character();
Condition = PlayerCharacter.Condition;
GameManager.OnResetScene += PlayerCharacter.ResetCharacter;
}
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);
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
}

11
Assets/Scripts/Character/Player.cs.meta generated Normal file
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@ -0,0 +1,11 @@
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@ -1,14 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditorInternal;
using Unity.MLAgents;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private static GameManager instance;
public static GameManager Instance { get { return instance; } }
private static SimpleMultiAgentGroup DefendersTeam = new SimpleMultiAgentGroup();
private static SimpleMultiAgentGroup AttackersTeam = new SimpleMultiAgentGroup();
private void Awake()
{
if (Instance == null)
@ -21,13 +21,36 @@ public class GameManager : MonoBehaviour
{
GlobalEventManager.onCaptureFlag += flagCaptured;
GlobalEventManager.onTimeLeft += timeOut;
var agents = GameObject.FindObjectsOfType<Agent>();
foreach (var item in agents)
{
var agent = item as NPC;
if (agent.GetCharacter.Team == Team.Attackers)
AttackersTeam.RegisterAgent(agent);
else
DefendersTeam.RegisterAgent(agent);
}
}
private void Update()
public static bool IsCloserToEnemyThanToNextNavPoint(NavPoint navPoint, Vector3 currentTransform, Team team)
{
SimpleMultiAgentGroup agentGroup;
if (team == Team.Attackers)
agentGroup = AttackersTeam;
else
agentGroup = DefendersTeam;
var distToNavPoint = (currentTransform - navPoint.position).magnitude;
foreach (var agent in agentGroup.GetRegisteredAgents())
if (distToNavPoint > (currentTransform - agent.transform.position).magnitude)
return true;
return false;
}
public static bool IsCloserToFlagFromNextNavPoint(NavPoint navPoint, Vector3 currentTransform)
=> navPoint.FlagDistance < (currentTransform - GameObject.FindGameObjectWithTag("Flag").transform.position).magnitude;
private void flagCaptured(Team team)
{
switch(team)

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@ -6,12 +6,14 @@ public class MapManager : MonoBehaviour
public static List<NavPoint> navPoints { get; private set; }
private void Start()
{
var i = 0;
navPoints = new List<NavPoint>();
var navPointsGameObj = GameObject.FindGameObjectsWithTag("Point");
foreach (var gameobj in navPointsGameObj)
{
Debug.Log(" a ");
navPoints.Add(gameobj.GetComponent<NavPoint>());
var navpoint = gameobj.GetComponent<NavPoint>();
navpoint.PointId = i; i++;
navPoints.Add(navpoint);
}
}
}

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@ -4,8 +4,10 @@ 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)

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@ -6,22 +6,15 @@ public class NavPoint : MonoBehaviour
{
public Vector3 position => gameObject.transform.position;
public float FlagDistance { get; private set; }
[System.NonSerialized] public float DeathAttr;
[System.NonSerialized] public List<Vector3> EnemiesSeen;
[HideInInspector]
public int? PointId;
public float DeathAttr = 0;
public List<Vector3> EnemiesSeen = new List<Vector3>();
//Here other attributes;
[SerializeField]
public int PointId;
private void Awake()
{
//DO NOT DELETE
}
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;
}
}

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@ -27,4 +27,11 @@ public class Settings : ScriptableObject
public int maxHealth;
public int maxArmour;
public int maxAmmo;
public float GetHitChanceInDirectPoint;
public float GetHitChanceInRunning;
public float GetHitChanceInCover;
public float DoDamageChanceInDirectPoint;
public float DoDamageChanceInRunning;
public float DoDamageChanceInCover;
}

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@ -16,6 +16,14 @@ 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>();