to new git
This commit is contained in:
@ -1,26 +1,28 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Unity;
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public class CharacterFactory : MonoBehaviour
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{
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private CharacterFactory instance;
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public CharacterFactory Instance { get { return instance; } }
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private static CharacterFactory instance;
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public static CharacterFactory Instance => instance;
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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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private GameObject Player;
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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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private void Awake()
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{
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if (instance == null)
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instance = this;
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else
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{
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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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@ -53,7 +55,7 @@ public class CharacterFactory : MonoBehaviour
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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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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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@ -64,35 +66,49 @@ public class CharacterFactory : MonoBehaviour
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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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player = gameobject;
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}
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else
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{
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gameobject.GetComponent<NPC>().GetCharacter.Team = team;
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gameobject.GetComponent<MovementController>().CurrentNavPoint = spawnPoint;
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Bots.Add(gameobject);
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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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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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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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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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{
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player.ResetCharacter();
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if (player.GetCharacter.Team == Team.Attackers)
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Player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].position;
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this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
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else
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Player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].position;
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this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
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}
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}
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}
|
@ -3,3 +3,14 @@
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Defenders,
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Attackers,
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}
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public static class TeamExtension
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{
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public static Team GetOppositeTeam(this Team team)
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{
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if (team == Team.Attackers)
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return Team.Defenders;
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else
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return Team.Attackers;
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}
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}
|
@ -7,12 +7,6 @@ public class Character
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public Character()
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{
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Debug.Log("init");
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Condition = new CharacterCondition();
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}
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}
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public interface ICharacter
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{
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Character GetCharacter { get; }
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}
|
@ -45,6 +45,17 @@ public class CharacterCondition
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OnChangeArmourEvent?.Invoke(value);
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}
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}
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public int GetArmourPointsInQuantile()
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{
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if (armour < 25)
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return 0;
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else if (armour < 50)
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return 1;
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else if (armour < 75)
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return 2;
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else return 3;
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}
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private int ammo;
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public int Ammunition
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{
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@ -60,6 +71,11 @@ public class CharacterCondition
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}
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public CharacterCondition()
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{
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this.Reset();
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}
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public void Reset()
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{
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var settings = SettingsReader.Instance.GetSettings;
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ammo = settings.MaxAmmo;
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|
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
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||||
folderAsset: yes
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||||
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
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{
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Character GetCharacter { get; }
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void ResetCharacter();
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}
|
2
Assets/Scripts/Sensors/SensorType.cs.meta → Assets/Scripts/Character/Interfaces/ICharacter.cs.meta
generated
Executable file → Normal file
2
Assets/Scripts/Sensors/SensorType.cs.meta → Assets/Scripts/Character/Interfaces/ICharacter.cs.meta
generated
Executable file → Normal file
@ -1,5 +1,5 @@
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||||
fileFormatVersion: 2
|
||||
guid: 8f76201fe6436164789d10350a0fd6e2
|
||||
guid: b6dfb78244ae35c4db1326d5f5b73375
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
|
17
Assets/Scripts/Character/Interfaces/INpcBaseState.cs
Normal file
17
Assets/Scripts/Character/Interfaces/INpcBaseState.cs
Normal file
@ -0,0 +1,17 @@
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using UnityEngine;
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public interface INpcBaseState
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{
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NpcEnumState State { get; }
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bool InCover { get; }
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bool IsRunning { get; }
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bool InDirectPoint { get; }
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float HitChance { get; }
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float DoDamageChance { get; }
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}
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public interface INpcBaseBodyState
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{
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NpcBodyState State { get; }
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Vector3 GetPointToHit(GameObject go);
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}
|
@ -1,5 +1,5 @@
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||||
fileFormatVersion: 2
|
||||
guid: 4599c57bc5b1c3945847dead0f9f0ba4
|
||||
guid: 58b7e1962495ada4c8e6ee6219c99a20
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -1,22 +1,30 @@
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||||
using System.Linq;
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||||
using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.AI;
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using System.Threading.Tasks;
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[RequireComponent(typeof(NavMeshAgent))]
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public class MovementController : MonoBehaviour
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||||
{
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public NavPoint CurrentNavPoint { get; set; }
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public int PointStartID { get; set; }
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public int PointEndID { get; private set; }
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public float FlagDistance { get; private set; }
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private GameObject flag;
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private const float updateFlagPositionDelay = 5;
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[SerializeField] private NavMeshAgent navMeshAgent;
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private const float updateReachedDestinationDelay = 5;
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private void Start()
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[SerializeField] private NavMeshAgent navMeshAgent;
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[SerializeField] private GameObject flag;
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public float DistanceToGo { get; private set; }
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public float RemainingDistance => navMeshAgent.remainingDistance;
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private Dictionary<int, NavPoint> idNavPointDict;
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||||
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||||
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||||
private void Awake()
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{
|
||||
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
|
||||
idNavPointDict = MapManager.IDToNavPoint;
|
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InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
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InvokeRepeating(nameof(ReachedDestination), 0, updateReachedDestinationDelay);
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}
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|
||||
private void OnDestroy()
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@ -31,17 +39,45 @@ public class MovementController : MonoBehaviour
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||||
|
||||
public void MoveToRandomPoint()
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{
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||||
Debug.Log(MapManager.navPoints == null);
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goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
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||||
Debug.Log(MapManager.NavPoints == null);
|
||||
GoToNextNavPoint(MapManager.NavPoints[Random.Range(0, MapManager.NavPoints.Count)]);
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||||
}
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public List<NavPoint> getPointsCandidate()
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||||
public List<NavPoint> GetPointsCandidate()
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||||
{
|
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return MapManager.navPoints
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.Where(point => (CurrentNavPoint.position - point.position).magnitude < SettingsReader.Instance.GetSettings.MovementSpeed)
|
||||
return MapManager.NavPoints
|
||||
.Where(point =>
|
||||
(idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
public void goToNextNavPoint(NavPoint destination) =>
|
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navMeshAgent.SetDestination(destination.position);
|
||||
public void GoToNextNavPoint(NavPoint destination)
|
||||
{
|
||||
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
|
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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;
|
||||
}
|
||||
}
|
||||
|
@ -1,108 +1,170 @@
|
||||
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))]
|
||||
[RequireComponent(typeof(MovementController),typeof(BufferSensor))]
|
||||
public class NPC : Agent, ICharacter
|
||||
{
|
||||
[HideInInspector]
|
||||
public Character AgentCharacter;
|
||||
private Character AgentCharacter;
|
||||
public CharacterCondition Condition;
|
||||
private FlagZone flagZone;
|
||||
private FlagZone flagZone = null;
|
||||
|
||||
public NPC_BaseState NPC_State { get; private set; }
|
||||
public INpcBaseState NpcState { get; private set; }
|
||||
public INpcBaseBodyState NpcBodyState { get; private set; }
|
||||
|
||||
public Character GetCharacter => AgentCharacter;
|
||||
|
||||
private NPC_DirectPointState DirectState;
|
||||
private NPC_InCoverState CoverState;
|
||||
private NPC_RunningState RunningState;
|
||||
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()
|
||||
{
|
||||
DirectState = new NPC_DirectPointState();
|
||||
CoverState = new NPC_InCoverState();
|
||||
RunningState = new NPC_RunningState();
|
||||
NPC_State = DirectState;
|
||||
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 == null)
|
||||
Debug.LogError("Flag Is Not Setted");
|
||||
|
||||
navPointIdDict = MapManager.IDToNavPoint;
|
||||
if (navPointIdDict is null)
|
||||
Debug.LogError("Cant Find Nav Point Dictionary");
|
||||
}
|
||||
|
||||
|
||||
public void ResetCharacter()
|
||||
private void OnDestroy()
|
||||
{
|
||||
Condition = new CharacterCondition();
|
||||
EndEpisode();
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
}
|
||||
|
||||
public override void OnEpisodeBegin()
|
||||
{
|
||||
NPC_State = DirectState;
|
||||
NpcState = DirectState;
|
||||
flagZone = GameObject.FindObjectOfType<FlagZone>();
|
||||
}
|
||||
|
||||
public override void CollectObservations(VectorSensor sensor)
|
||||
{
|
||||
var candidates = moveController.getPointsCandidate();
|
||||
var candidates = moveController.GetPointsCandidate();
|
||||
|
||||
sensor.AddObservation(Condition.HealthPoints);
|
||||
sensor.AddObservation(Condition.ArmourPoints);
|
||||
sensor.AddObservation(Condition.Ammunition);
|
||||
sensor.AddObservation((int)NPC_State.State);
|
||||
sensor.AddObservation((!flagZone.isNotOccup).ToInt());
|
||||
//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);
|
||||
//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);
|
||||
|
||||
//point sensors
|
||||
foreach (var point in candidates)
|
||||
{
|
||||
Debug.Log((float)moveController.CurrentNavPoint.PointId);
|
||||
|
||||
bufferSensor.AppendObservation(new float[] {
|
||||
//1 position in navpointId
|
||||
(float)moveController.CurrentNavPoint.PointId,
|
||||
//2 distance to flag
|
||||
moveController.FlagDistance,
|
||||
//3 death count in point
|
||||
moveController.CurrentNavPoint.DeathAttr,
|
||||
point.DeathAttr,
|
||||
(int)point.navType,
|
||||
//4 flagEnemyDistance
|
||||
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position).ToInt(),
|
||||
//5 EnemyVsNavPointDistance
|
||||
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team).ToInt()
|
||||
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team.GetOppositeTeam()).ToInt(),
|
||||
//6 Have been seen by enemy in this point
|
||||
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
|
||||
point.Position).ToInt()
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override void Heuristic(in ActionBuffers actionsOut)
|
||||
{
|
||||
var discreteActionsOut = actionsOut.DiscreteActions;
|
||||
if (Input.GetKeyDown(KeyCode.W))
|
||||
{
|
||||
discreteActionsOut[0] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnActionReceived(ActionBuffers actions)
|
||||
{
|
||||
if (actions.DiscreteActions[0] == 1)
|
||||
var result = actions.DiscreteActions;
|
||||
if (result[0] == 0)
|
||||
{
|
||||
moveController.MoveToRandomPoint();
|
||||
NPC_State = RunningState;
|
||||
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");
|
||||
}
|
||||
}
|
||||
if (result[0] == 1)
|
||||
{
|
||||
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction)
|
||||
return;
|
||||
switch (result[1])
|
||||
{
|
||||
case 0: moveController.GoToNextNavPoint(navPointIdDict[result[2]]);
|
||||
NpcState = RunningState; 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");
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public event Action<NpcBodyState> OnChangePosition;
|
||||
private void Peek()
|
||||
{
|
||||
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
|
||||
NpcBodyState = StandingState;
|
||||
}
|
||||
|
||||
public event Action<object> OnKilledEvent;
|
||||
private void Cover()
|
||||
{
|
||||
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
|
||||
NpcBodyState = CrouchingState;
|
||||
}
|
||||
|
||||
public event Action<int, Team> OnDamageRecieved;
|
||||
public void GetDamage(float damage)
|
||||
{
|
||||
AgentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
|
||||
@ -111,13 +173,17 @@ public class NPC : Agent, ICharacter
|
||||
|
||||
if (Condition.HealthPoints < 0)
|
||||
{
|
||||
OnKilledEvent?.Invoke(this);
|
||||
moveController.CurrentNavPoint.DeathAttr += 1;
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
public void ResetCharacter()
|
||||
{
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
Condition.Reset();
|
||||
EndEpisode();
|
||||
}
|
||||
}
|
||||
|
@ -1,46 +0,0 @@
|
||||
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;
|
||||
}
|
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;
|
||||
}
|
@ -15,9 +15,9 @@ public class Player : MonoBehaviour, ICharacter
|
||||
Condition = PlayerCharacter.Condition;
|
||||
}
|
||||
|
||||
public void ResetCharacter()
|
||||
private void OnDestroy()
|
||||
{
|
||||
Condition = new CharacterCondition();
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
}
|
||||
|
||||
public event Action<object> OnKilledEvent;
|
||||
@ -31,8 +31,8 @@ public class Player : MonoBehaviour, ICharacter
|
||||
OnKilledEvent?.Invoke(this);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
public void ResetCharacter()
|
||||
{
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
Condition = new CharacterCondition();
|
||||
}
|
||||
}
|
||||
|
@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Barracuda;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
using static scr_Models;
|
||||
|
||||
|
@ -1,74 +1,121 @@
|
||||
using Unity.MLAgents;
|
||||
using System;
|
||||
using Unity.MLAgents;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
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 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()
|
||||
{
|
||||
Academy.Instance.OnEnvironmentReset += ResetScene;
|
||||
|
||||
GlobalEventManager.onCaptureFlag += flagCaptured;
|
||||
GlobalEventManager.onTimeLeft += timeOut;
|
||||
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);
|
||||
attackersTeam.RegisterAgent(item);
|
||||
else
|
||||
DefendersTeam.RegisterAgent(agent);
|
||||
defendersTeam.RegisterAgent(item);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsCloserToEnemyThanToNextNavPoint(NavPoint navPoint, Vector3 currentTransform, Team team)
|
||||
private static SimpleMultiAgentGroup getAgentList(Team team)
|
||||
{
|
||||
SimpleMultiAgentGroup agentGroup;
|
||||
if (team == Team.Attackers)
|
||||
agentGroup = AttackersTeam;
|
||||
return attackersTeam;
|
||||
else
|
||||
agentGroup = DefendersTeam;
|
||||
return defendersTeam;
|
||||
}
|
||||
|
||||
var distToNavPoint = (currentTransform - navPoint.position).magnitude;
|
||||
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 team)
|
||||
public static bool IsEnemyNearby(Vector3 currentTransform, Team oppositeTeam)
|
||||
{
|
||||
SimpleMultiAgentGroup agentGroup;
|
||||
if (team == Team.Attackers)
|
||||
agentGroup = AttackersTeam;
|
||||
else
|
||||
agentGroup = DefendersTeam;
|
||||
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;
|
||||
|
||||
private void flagCaptured(Team team)
|
||||
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)
|
||||
{
|
||||
@ -78,21 +125,19 @@ public class GameManager : MonoBehaviour
|
||||
case Team.Defenders:
|
||||
Debug.Log("Defenders Win");
|
||||
break;
|
||||
default:
|
||||
Debug.LogError("Unexpected Team");
|
||||
break;
|
||||
}
|
||||
ResetScene();
|
||||
}
|
||||
|
||||
private void timeOut()
|
||||
private void TimeOut()
|
||||
{
|
||||
Debug.Log("Time is out");
|
||||
ResetScene();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
GlobalEventManager.onCaptureFlag -= flagCaptured;
|
||||
GlobalEventManager.onTimeLeft -= timeOut;
|
||||
GlobalEventManager.onCaptureFlag -= FlagCaptured;
|
||||
GlobalEventManager.onTimeLeft -= TimeOut;
|
||||
}
|
||||
|
||||
public static event Action OnResetScene;
|
||||
|
@ -3,17 +3,62 @@ using UnityEngine;
|
||||
|
||||
public class MapManager : MonoBehaviour
|
||||
{
|
||||
public static List<NavPoint> navPoints { get; private set; }
|
||||
private static MapManager instance;
|
||||
public static MapManager Instance => instance;
|
||||
private static List<NavPoint> navPoints = new List<NavPoint>();
|
||||
private static Dictionary<int, NavPoint> iDToNavPoint = new Dictionary<int, NavPoint>();
|
||||
public static List<NavPoint> NavPoints { get => navPoints; private set => navPoints = value; }
|
||||
public static Dictionary<int, NavPoint> IDToNavPoint { get => iDToNavPoint; private set => iDToNavPoint = value; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (instance is null)
|
||||
instance = this;
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
Debug.LogError("Only 1 Instance");
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
var i = 0;
|
||||
navPoints = new List<NavPoint>();
|
||||
var navPointsGameObj = GameObject.FindGameObjectsWithTag("Point");
|
||||
foreach (var gameobj in navPointsGameObj)
|
||||
var navPointSet = GameObject.Find("NavPoint Set");
|
||||
var count = navPointSet.transform.childCount;
|
||||
for (int i=0; i < count; i++)
|
||||
NavPoints.Add(navPointSet.transform.GetChild(i)
|
||||
.gameObject.GetComponent<NavPoint>());
|
||||
|
||||
NavPointSetToID();
|
||||
}
|
||||
|
||||
private void NavPointSetToID()
|
||||
{
|
||||
var navpoint = gameobj.GetComponent<NavPoint>();
|
||||
navpoint.PointId = i; i++;
|
||||
navPoints.Add(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 = IDToNavPoint[startPoint];
|
||||
var endNavPoint = 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;
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
public class TimeManager : MonoBehaviour
|
||||
{
|
||||
@ -17,12 +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
|
||||
{
|
||||
@ -9,8 +7,8 @@ public class FlagZone : MonoBehaviour
|
||||
public float TimeStayDefenders { get; private set; }
|
||||
private int occupDefenders;
|
||||
private int occupAttackers;
|
||||
public bool isOccupBoth => (occupDefenders>0) && (occupAttackers>0);
|
||||
public 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()
|
||||
@ -54,7 +52,7 @@ public class FlagZone : MonoBehaviour
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (isOccupBoth || isNotOccup)
|
||||
if (IsOccupBoth || IsNotOccup)
|
||||
{
|
||||
TimeStayAttackers = 0;
|
||||
TimeStayDefenders = 0;
|
||||
|
@ -1,20 +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; }
|
||||
|
||||
public NavPointType navType = NavPointType.Direction;
|
||||
|
||||
[HideInInspector]
|
||||
public int? PointId;
|
||||
public int PointId = 0;
|
||||
public float DeathAttr = 0;
|
||||
public List<Vector3> EnemiesSeen = new List<Vector3>();
|
||||
//Here other attributes;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - position).magnitude;
|
||||
FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - Position).magnitude;
|
||||
}
|
||||
}
|
||||
|
@ -36,4 +36,6 @@ public class Settings : ScriptableObject
|
||||
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()
|
||||
{
|
||||
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
|
||||
@ -11,6 +10,11 @@ public class AmmoPickUp : MonoBehaviour, IPickable
|
||||
PickObject(other.gameObject);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
}
|
||||
|
||||
public void PickObject(GameObject obj)
|
||||
{
|
||||
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.TakeAmmo(SettingsReader.Instance.GetSettings.AmmunitionPickupAmount);
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public class ArmourPickUp : MonoBehaviour, IPickable
|
||||
@ -11,6 +10,11 @@ public class ArmourPickUp : MonoBehaviour, IPickable
|
||||
PickObject(other.gameObject);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
}
|
||||
|
||||
public void PickObject(GameObject obj)
|
||||
{
|
||||
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveArmour(SettingsReader.Instance.GetSettings.ArmourPickupAmount);
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public class HealthPickUp : MonoBehaviour, IPickable
|
||||
@ -11,6 +10,11 @@ public class HealthPickUp : MonoBehaviour, IPickable
|
||||
PickObject(other.gameObject);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Debug.LogWarning("Pooled object was destroyed");
|
||||
}
|
||||
|
||||
public void PickObject(GameObject obj)
|
||||
{
|
||||
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveHealth(SettingsReader.Instance.GetSettings.HealthPickupAmount);
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
public interface IPickable
|
||||
{
|
||||
PickUpType type { get; }
|
||||
|
@ -52,7 +52,7 @@ public class PickUpSpawner : MonoBehaviour
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
@ -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)
|
||||
{
|
||||
string dir = Application.persistentDataPath + directory;
|
||||
if (!Directory.Exists(dir))
|
||||
Directory.CreateDirectory(dir);
|
||||
|
||||
var logName = baseName + (Directory.GetFiles(dir).Length + 1).ToString();
|
||||
string 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);
|
||||
}
|
||||
}
|
2
Assets/Scripts/Misc/Statistics.cs.meta → Assets/Scripts/Statistics/StatisticManager.cs.meta
generated
Executable file → Normal file
2
Assets/Scripts/Misc/Statistics.cs.meta → Assets/Scripts/Statistics/StatisticManager.cs.meta
generated
Executable file → Normal file
@ -4,7 +4,7 @@ MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: 300
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
@ -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}")]
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using static scr_Models;
|
||||
public class scr_WeaponController : MonoBehaviour
|
||||
{
|
||||
|
Reference in New Issue
Block a user