This commit is contained in:
2022-05-15 18:24:43 +07:00
parent abf262095f
commit bb6aea8720
22 changed files with 5008 additions and 170 deletions

View File

@ -86,12 +86,8 @@ namespace Animators.Leonid_Animator
private void HandleRotation(float delta)
{
if (Mathf.Abs(_inputHandler.horizontal) + Mathf.Abs(_inputHandler.vertical) < 0.1)
{
print("stop");
return;
}
print("begin");
var moveAmount = _inputHandler.moveAmount;
var targetDir = _cameraObject.forward * _inputHandler.vertical
+ _cameraObject.right * _inputHandler.horizontal;

View File

@ -15,9 +15,9 @@ namespace CameraScripts
public static CameraHandler Singleton;
public const float LookSpeed = 0.1f;
public const float FollowSpeed = 0.1f;
public const float PivotSpeed = 0.03f;
[SerializeField] private float LookSpeed = 0.1f;
[SerializeField] private float FollowSpeed = 0.1f;
[SerializeField] private float PivotSpeed = 0.03f;
private float _defaultPosition;
private float _lookAngle;
@ -50,12 +50,7 @@ namespace CameraScripts
var rotation = Vector3.zero;
rotation.y = _lookAngle;
var targetRotation = Quaternion.Euler(rotation);
_myTransform.rotation = targetRotation;
rotation = Vector3.zero;
rotation.x = _pivotAngle;
targetRotation = Quaternion.Euler(rotation);
cameraPivotTransform.localRotation = targetRotation;
targetTransform.rotation = targetRotation;
}
}
}

View File

@ -1,5 +1,8 @@
public interface ICharacter
using System;
public interface ICharacter
{
Character GetCharacter { get; }
void ResetCharacter();
event Action<bool> OnDeathEvent;
}

View File

@ -16,6 +16,8 @@ public class MovementController : MonoBehaviour
[SerializeField] private GameObject flag;
public float DistanceToGo { get; private set; }
public float RemainingDistance => navMeshAgent.remainingDistance;
public Vector3 Velocity => navMeshAgent.velocity;
private Dictionary<int, NavPoint> _idNavPointDict;

View File

@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Animators.Leonid_Animator;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
@ -10,51 +10,57 @@ using UnityEngine;
public class NPC : Agent, ICharacter
{
[HideInInspector]
private Character AgentCharacter;
public CharacterCondition Condition;
private FlagZone flagZone = null;
private Character _agentCharacter;
public INpcBaseState NpcState { get; private set; }
private CharacterCondition _condition;
private FlagZone _flagZone = null;
private INpcBaseState NpcState { get; set; }
public INpcBaseBodyState NpcBodyState { get; private set; }
public Character GetCharacter => AgentCharacter;
public Character GetCharacter => _agentCharacter;
private NpcDirectPointState DirectState;
private NpcInCoverState CoverState;
private NpcRunningState RunningState;
private NpcDirectPointState _directState;
private NpcInCoverState _coverState;
private NpcRunningState _runningState;
private NpcStandingState StandingState;
private NpcCrouchingState CrouchingState;
private NpcStandingState _standingState;
private NpcCrouchingState _crouchingState;
private MovementController moveController;
private BufferSensorComponent bufferSensor;
private MovementController _moveController;
private BufferSensorComponent _bufferSensor;
private AnimatorHandler _animatorHandler;
private AimAssistant _assistant;
private Dictionary<int, NavPoint> _navPointIdDict;
private Dictionary<int, NavPoint> navPointIdDict;
#region UnityEvents and ML
private void Awake()
{
DirectState = new NpcDirectPointState();
CoverState = new NpcInCoverState();
RunningState = new NpcRunningState();
NpcState = DirectState;
_directState = new NpcDirectPointState();
_coverState = new NpcInCoverState();
_runningState = new NpcRunningState();
NpcState = _directState;
CrouchingState = new NpcCrouchingState();
StandingState = new NpcStandingState();
NpcBodyState = StandingState;
_crouchingState = new NpcCrouchingState();
_standingState = new NpcStandingState();
NpcBodyState = _standingState;
AgentCharacter = new Character();
Condition = AgentCharacter.Condition;
_agentCharacter = new Character();
_condition = _agentCharacter.Condition;
moveController = gameObject.GetComponent<MovementController>();
bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
_moveController = gameObject.GetComponent<MovementController>();
_bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
_animatorHandler = gameObject.GetComponent<AnimatorHandler>();
_assistant = gameObject.GetComponent<AimAssistant>();
flagZone = GameObject.FindObjectOfType<FlagZone>();
if (flagZone is null)
_flagZone = GameObject.FindObjectOfType<FlagZone>();
if (_flagZone is null)
Debug.LogError("Flag Is Not Set");
navPointIdDict = MapManager.Instance.IDToNavPoint;
if (navPointIdDict is null)
_navPointIdDict = MapManager.Instance.IDToNavPoint;
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
}
@ -65,54 +71,54 @@ public class NPC : Agent, ICharacter
public override void OnEpisodeBegin()
{
if (navPointIdDict is null)
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
NpcState = DirectState;
flagZone = GameObject.FindObjectOfType<FlagZone>();
NpcState = _directState;
_flagZone = GameObject.FindObjectOfType<FlagZone>();
}
public override void CollectObservations(VectorSensor sensor)
{
// Debug.Log("Collect observations called!");
navPointIdDict = MapManager.Instance.IDToNavPoint;
if (navPointIdDict is null)
_navPointIdDict = MapManager.Instance.IDToNavPoint;
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
var candidates = moveController.GetPointsCandidate();
var candidates = _moveController.GetPointsCandidate();
//common sensors
sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
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(_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);
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);
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)
{
var position = transform.position;
bufferSensor.AppendObservation(new float[] {
_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(),
GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, _agentCharacter.Team.GetOppositeTeam()).ToInt(),
//6 Have been seen by enemy in this point
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(),
point.Position).ToInt()
});
}
@ -126,16 +132,16 @@ public class NPC : Agent, ICharacter
// Debug.Log(result[0] + " " + result[1]);
if (result[0] == 0)
{
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover)
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover)
return;
NpcState = CoverState;
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;
case 3: Peek(); _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]); break;
case 4: NpcState = _directState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
@ -143,7 +149,7 @@ public class NPC : Agent, ICharacter
if (result[0] == 1)
{
// Debug.Log("BEFORE SOme shitty if >:(");
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction)
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Direction)
{
// Debug.Log("SOme shitty if >:(");
return;
@ -152,64 +158,72 @@ public class NPC : Agent, ICharacter
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;
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)
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;
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!");
}
private void UpdateAnimatorValues()
{
var movementDir = _moveController.Velocity;
//Тут может быть косяк, так как я не помню горизонтальное по x или y.
_animatorHandler.UpdateAnimatorValues(movementDir.x, movementDir.y,
false, NpcBodyState == _crouchingState, _assistant._isFiring);
}
#endregion
public event Action<NpcBodyState> OnChangePosition;
private void Peek()
{
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
NpcBodyState = StandingState;
NpcBodyState = _standingState;
}
private void Cover()
{
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
NpcBodyState = CrouchingState;
NpcBodyState = _crouchingState;
}
public event Action<bool> OnDeathEvent;
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);
_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)
if (_condition.HealthPoints < 0)
{
MapManager.AddDeathAttributeToPoints(moveController.PointStartID, moveController.PointEndID,
moveController.DistanceToGo, moveController.RemainingDistance);
OnDeathEvent?.Invoke(true);
MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
_moveController.DistanceToGo, _moveController.RemainingDistance);
var pos = gameObject.transform.position;
var id = moveController.PointStartID;
var id = _moveController.PointStartID;
CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
}
}
//public event OnDeathEvent<
public void ResetCharacter()
{
Condition.Reset();
_condition.Reset();
EndEpisode();
}
}

View File

@ -20,7 +20,7 @@ public class Player : MonoBehaviour, ICharacter
Debug.LogWarning("Pooled object was destroyed");
}
public event Action<object> OnKilledEvent;
public event Action<bool> OnDeathEvent;
public void GetDamage(float damage)
{
PlayerCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
@ -28,7 +28,7 @@ public class Player : MonoBehaviour, ICharacter
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
OnDeathEvent?.Invoke(true);
}
public void ResetCharacter()

View File

@ -1,19 +1,20 @@
using System;
using System.Collections.Generic;
using Unity.MLAgents;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private static GameManager instance;
public static GameManager Instance => instance;
private static GameManager _instance;
public static GameManager Instance => _instance;
private static SimpleMultiAgentGroup defendersTeam = new SimpleMultiAgentGroup();
private static SimpleMultiAgentGroup attackersTeam = new SimpleMultiAgentGroup();
private static SimpleMultiAgentGroup _defendersTeam = new SimpleMultiAgentGroup();
private static SimpleMultiAgentGroup _attackersTeam = new SimpleMultiAgentGroup();
private void Awake()
{
if (instance is null)
instance = this;
if (_instance is null)
_instance = this;
else
{
Destroy(gameObject);
@ -32,23 +33,23 @@ public class GameManager : MonoBehaviour
{
var agent = item as NPC;
if (agent.GetCharacter.Team == Team.Attackers)
attackersTeam.RegisterAgent(item);
_attackersTeam.RegisterAgent(item);
else
defendersTeam.RegisterAgent(item);
_defendersTeam.RegisterAgent(item);
}
}
private static SimpleMultiAgentGroup getAgentList(Team team)
private static SimpleMultiAgentGroup GetAgentList(Team team)
{
if (team == Team.Attackers)
return attackersTeam;
return _attackersTeam;
else
return defendersTeam;
return _defendersTeam;
}
public static bool IsCloserToEnemyThanToNextNavPoint(NavPoint navPoint, Vector3 currentTransform, Team oppositeTeam)
{
var agentGroup = getAgentList(oppositeTeam);
var agentGroup = GetAgentList(oppositeTeam);
var distToNavPoint = (currentTransform - navPoint.Position).magnitude;
foreach (var agent in agentGroup.GetRegisteredAgents())
@ -65,7 +66,7 @@ public class GameManager : MonoBehaviour
public static bool IsEnemyNearby(Vector3 currentTransform, Team oppositeTeam)
{
var agentGroup = getAgentList(oppositeTeam);
var agentGroup = GetAgentList(oppositeTeam);
foreach (var agent in agentGroup.GetRegisteredAgents())
if ((currentTransform - agent.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
@ -84,18 +85,23 @@ public class GameManager : MonoBehaviour
public static bool IsHaveSeenByEnemy(Team oppositeTeam, Vector3 position)
{
var agentGroup = getAgentList(oppositeTeam);
return GetVisibleEnemies(oppositeTeam, position).Count > 0 ? true : false;
}
public static List<GameObject> GetVisibleEnemies(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))
(npc.NpcBodyState.GetPointToHit(npc.gameObject) - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (rayHit.collider.gameObject.GetComponent<ICharacter>() != null)
return true;
return null;
}
}
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
@ -103,15 +109,15 @@ public class GameManager : MonoBehaviour
{
var player = CharacterFactory.Instance.player;
if (Physics.Raycast(position,
(player.GetComponent<MeshRenderer>().bounds.center - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
(player.GetComponent<MeshRenderer>().bounds.center - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (rayHit.collider.gameObject.GetComponent<ICharacter>() != null)
return true;
return null;
}
}
return false;
return null;
}
private void FlagCaptured(Team team)

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@ -0,0 +1,62 @@
using UnityEngine;
[RequireComponent(typeof(NPC))]
public class AimAssistant : MonoBehaviour
{
public GameObject enemy;
public bool _isFiring = false;
private ICharacter _myNpc;
public float lookSpeed = 200f;
private void Awake()
{
_myNpc = GetComponent<NPC>();
}
private void Update()
{
//Ищем противника на сцене.
if (_isFiring == false)
{
var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team, transform.position);
enemy = enemies[new System.Random().Next(enemies.Count)];
if (enemies.Count == 0)
{
return;
}
else
{
var character = enemy.GetComponent<ICharacter>();
character.OnDeathEvent += _ => _isFiring = false;
_isFiring = true;
}
}
else
{
//Raycast до противника enemy
var range = 200f;
while (true)
{
if (!Physics.Raycast(this.transform.position, this.transform.forward, out var hit, range))
{
_isFiring = false;
enemy = null;
return;
}
else
{
GetComponent<Shooting>().Shoot();
}
}
}
var direction = enemy.transform.position - gameObject.transform.position;
var targetRotation = Quaternion.LookRotation(direction);
var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation,
Time.deltaTime * lookSpeed);
lookAt.z = 0;
lookAt.x = 0;
gameObject.transform.rotation = lookAt;
}
}

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@ -1,29 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoAim : MonoBehaviour
{
// Start is called before the first frame update
public GameObject enemy;
public float lookSpeed = 200f;
public GameObject player;
public Camera camera;
void Start()
{
}
// Update is called once per frame
void Update()
{
Vector3 direction = enemy.transform.position - camera.transform.position;
Quaternion targetRotation = Quaternion.LookRotation(direction);
Quaternion lookAt = Quaternion.RotateTowards(camera.transform.rotation, targetRotation, Time.deltaTime * lookSpeed);
camera.transform.rotation = lookAt;
}
}

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@ -24,13 +24,6 @@ public class Shooting : MonoBehaviour
public GameObject gun;
void Update()
{
/*if (Input.GetButtonDown("Fire1"))
{
Prefab = Random.Range(0, 1);
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Shoot();
}*/
//if(Input.GetButtonDown("")
if (Input.GetMouseButton(0) && fireCountdown <= 0f)
{
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
@ -41,27 +34,14 @@ public class Shooting : MonoBehaviour
fireCountdown -= Time.deltaTime;
}
void Shoot()
public void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out hit, range))
if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out var hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
if (hit.transform.TryGetComponent<Target>(out var target))
target.TakeDamage(damage);
}
RotateToGunDirection(gun, hit.point);
}
}
void RotateToGunDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}