to new git

This commit is contained in:
2022-05-04 23:50:07 +07:00
parent 290f5515b7
commit c8af0e5284
39 changed files with 720 additions and 359 deletions

View File

@ -1,26 +1,28 @@
using System.Collections.Generic;
using UnityEngine;
using Unity;
public class CharacterFactory : MonoBehaviour
{
private CharacterFactory instance;
public CharacterFactory Instance { get { return instance; } }
private static CharacterFactory instance;
public static CharacterFactory Instance => instance;
[SerializeField] private List<NavPoint> spawnPointsForDefendersTeam;
[SerializeField] private List<NavPoint> spawnPointsForAttackersTeam;
[SerializeField] private GameObject AIPrefab;
[SerializeField] private GameObject PlayerPrefab;
private List<GameObject> Bots = new List<GameObject>();
private GameObject Player;
private List<GameObject> bots = new List<GameObject>();
public GameObject player { get; private set; }
private void Awake()
{
if (instance == null)
instance = this;
else
{
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
}
private void Start()
@ -53,7 +55,7 @@ public class CharacterFactory : MonoBehaviour
{
var gameobject = GameObject.Instantiate(
typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
spawnPoint.position,
spawnPoint.Position,
Quaternion.identity);
gameobject.SetActive(true);
if (team == Team.Attackers)
@ -64,35 +66,49 @@ public class CharacterFactory : MonoBehaviour
if (typeAi == TypeAI.HumanAI)
{
gameobject.GetComponent<Player>().GetCharacter.Team = team;
Player = gameobject;
player = gameobject;
}
else
{
gameobject.GetComponent<NPC>().GetCharacter.Team = team;
gameobject.GetComponent<MovementController>().CurrentNavPoint = spawnPoint;
Bots.Add(gameobject);
gameobject.GetComponent<MovementController>().PointStartID = spawnPoint.PointId;
bots.Add(gameobject);
}
}
public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId)
{
character.ResetCharacter();
var team = character.GetCharacter.Team;
NavPoint navPoint;
if (team == Team.Attackers)
navPoint = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)];
else
navPoint = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)];
pos = navPoint.Position;
startPointId = navPoint.PointId;
}
private void ResetCharacters()
{
foreach (var bot in Bots)
foreach (var bot in bots)
{
var npc = bot.GetComponent<NPC>();
npc.ResetCharacter();
if (npc.GetCharacter.Team == Team.Attackers)
bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].position;
bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].position;
bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
}
Player player;
if (TryGetComponent<Player>(out player))
{
player.ResetCharacter();
if (player.GetCharacter.Team == Team.Attackers)
Player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].position;
this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
Player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].position;
this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
}
}
}

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@ -3,3 +3,14 @@
Defenders,
Attackers,
}
public static class TeamExtension
{
public static Team GetOppositeTeam(this Team team)
{
if (team == Team.Attackers)
return Team.Defenders;
else
return Team.Attackers;
}
}

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@ -7,12 +7,6 @@ public class Character
public Character()
{
Debug.Log("init");
Condition = new CharacterCondition();
}
}
public interface ICharacter
{
Character GetCharacter { get; }
}

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@ -45,6 +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
{
@ -60,6 +71,11 @@ public class CharacterCondition
}
public CharacterCondition()
{
this.Reset();
}
public void Reset()
{
var settings = SettingsReader.Instance.GetSettings;
ammo = settings.MaxAmmo;

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5e73ba257bc6b684c86edf9ecfd475ef
guid: f23b6db3be1e4cd469fd18dfe3e39764
folderAsset: yes
DefaultImporter:
externalObjects: {}

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

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 8f76201fe6436164789d10350a0fd6e2
guid: b6dfb78244ae35c4db1326d5f5b73375
MonoImporter:
externalObjects: {}
serializedVersion: 2

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

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 4599c57bc5b1c3945847dead0f9f0ba4
guid: 58b7e1962495ada4c8e6ee6219c99a20
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@ -1,22 +1,30 @@
using System.Linq;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
using System.Threading.Tasks;
[RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour
{
public NavPoint CurrentNavPoint { get; set; }
public int PointStartID { get; set; }
public int PointEndID { get; private set; }
public float FlagDistance { get; private set; }
private GameObject flag;
private const float updateFlagPositionDelay = 5;
[SerializeField] private NavMeshAgent navMeshAgent;
private const float updateReachedDestinationDelay = 5;
private void Start()
[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 Awake()
{
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
idNavPointDict = MapManager.IDToNavPoint;
InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
InvokeRepeating(nameof(ReachedDestination), 0, updateReachedDestinationDelay);
}
private void OnDestroy()
@ -31,17 +39,45 @@ public class MovementController : MonoBehaviour
public void MoveToRandomPoint()
{
Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
Debug.Log(MapManager.NavPoints == null);
GoToNextNavPoint(MapManager.NavPoints[Random.Range(0, MapManager.NavPoints.Count)]);
}
public List<NavPoint> getPointsCandidate()
public List<NavPoint> GetPointsCandidate()
{
return MapManager.navPoints
.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) =>
navMeshAgent.SetDestination(destination.position);
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;
}
}

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@ -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()
});
}
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
if (Input.GetKeyDown(KeyCode.W))
{
discreteActionsOut[0] = 1;
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 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<object> OnKilledEvent;
public event Action<NpcBodyState> OnChangePosition;
private void Peek()
{
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
NpcBodyState = StandingState;
}
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();
}
}

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@ -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;
}

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

View File

@ -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();
}
}

View File

@ -1,8 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Barracuda;
using UnityEngine;
using UnityEngine;
using static scr_Models;
@ -123,11 +119,11 @@ public class scr_CharacterController : MonoBehaviour
{
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;
}

View File

@ -3,73 +3,73 @@ using UnityEngine;
public static class scr_Models
{
#region Player
#region Player
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
public bool ViewXInverted;
public bool ViewYInverted;
public bool ViewXInverted;
public bool ViewYInverted;
[Header("Movement Settings")]
public bool SprintingHold;
public float MovementSmoothing;
[Header("Movement Settings")]
public bool SprintingHold;
public float MovementSmoothing;
[Header("Movement - Running")]
public float RunningForwardSpeed;
public float RunningStrafeSpeed;
[Header("Movement - Running")]
public float RunningForwardSpeed;
public float RunningStrafeSpeed;
[Header("Movement - Walking")]
public float WalkingForwardSpeed;
public float WalkingBackwardSpeed;
public float WalkingStrafeSpeed;
[Header("Movement - Walking")]
public float WalkingForwardSpeed;
public float WalkingBackwardSpeed;
public float WalkingStrafeSpeed;
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
[Header("Speed Effectors")]
public float SpeedEffector = 1;
public float CrouchSpeedEffector;
public float ProneSpeedEffector;
public float FallingSpeedEffector;
}
[Header("Speed Effectors")]
public float SpeedEffector = 1;
public float CrouchSpeedEffector;
public float ProneSpeedEffector;
public float FallingSpeedEffector;
}
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
#endregion
#endregion
#region - Weapons -
#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;
}
[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
#endregion
}

View File

@ -1,76 +1,123 @@
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)
{
switch(team)
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");
@ -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;

View File

@ -3,17 +3,62 @@ 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;
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()
{
var i = 0;
navPoints = new List<NavPoint>();
var navPointsGameObj = GameObject.FindGameObjectsWithTag("Point");
foreach (var gameobj in navPointsGameObj)
if (instance is null)
instance = this;
else
{
var navpoint = gameobj.GetComponent<NavPoint>();
navpoint.PointId = i; i++;
navPoints.Add(navpoint);
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
}
private void Start()
{
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()
{
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;
}
}

View File

@ -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();
}
}

View File

@ -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()
@ -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;

View File

@ -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;
}
}

View File

@ -1,6 +1,6 @@
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;
@ -36,4 +36,6 @@ public class Settings : ScriptableObject
public float DoDamageChanceInDirectPoint;
public float DoDamageChanceInRunning;
public float DoDamageChanceInCover;
public float CrouchingCoefficient;
}

View File

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

View File

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

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class AmmoPickUp : MonoBehaviour, IPickable
@ -11,6 +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);

View File

@ -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);

View File

@ -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);

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine;
public interface IPickable
{
PickUpType type { get; }

View File

@ -44,25 +44,25 @@ public class PickUpSpawner : MonoBehaviour
private IEnumerator SpawnNewPickUps()
{
while(true)
while (true)
{
GameObject item;
if(IsDisableCheck(out item))
if (IsDisableCheck(out item))
{
yield return new WaitForSeconds(3);
if (item != null)
{
item.transform.position = spawnPoints[Random.Range(0, spawnPoints.Count)].position;
item.transform.position = spawnPoints[Random.Range(0, spawnPoints.Count)].Position;
item.SetActive(true);
}
}
yield return new WaitForSeconds(2);
yield return new WaitForSeconds(2);
}
}
private bool IsDisableCheck(out GameObject gameobj)
{
foreach(var pick in pickups)
foreach (var pick in pickups)
{
if (!pick.activeInHierarchy)
{

View File

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

View File

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

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

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

View File

@ -0,0 +1,19 @@
using System.IO;
using UnityEngine;
public class Logger
{
private const string directory = "/Logs/";
private const string baseName = "Log#";
public static void SaveLog<T>(T objToSerialize)
{
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
View File

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

View File

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

View File

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: 300
icon: {instanceID: 0}
userData:
assetBundleName:

View File

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

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine;
using static scr_Models;
public class scr_WeaponController : MonoBehaviour
{
@ -34,7 +33,7 @@ public class scr_WeaponController : MonoBehaviour
}
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);