From cfb7b71a8a61ae44419070002cfd73049c278d93 Mon Sep 17 00:00:00 2001 From: Andrey Gumirov Date: Thu, 5 May 2022 15:37:51 +0700 Subject: [PATCH] Fixed merge errors --- .../Scripts/Character/CharacterCondition.cs | 10 ----- .../Scripts/Character/MovementController.cs | 25 ----------- Assets/Scripts/Character/NPC.cs | 45 ------------------- Assets/Scripts/Misc/NavPoint.cs | 9 ---- 4 files changed, 89 deletions(-) diff --git a/Assets/Scripts/Character/CharacterCondition.cs b/Assets/Scripts/Character/CharacterCondition.cs index 1efa341..de60740 100755 --- a/Assets/Scripts/Character/CharacterCondition.cs +++ b/Assets/Scripts/Character/CharacterCondition.cs @@ -9,22 +9,12 @@ public class CharacterCondition public event Action OnChangeAmmunitionEvent; private int health; -<<<<<<< HEAD public int HealthPoints { get { return health; } -======= - - public int HealthPoints - { - get - { - return health; - } ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 private set { health = value; diff --git a/Assets/Scripts/Character/MovementController.cs b/Assets/Scripts/Character/MovementController.cs index 3ade88a..0022357 100644 --- a/Assets/Scripts/Character/MovementController.cs +++ b/Assets/Scripts/Character/MovementController.cs @@ -6,18 +6,11 @@ using UnityEngine.AI; [RequireComponent(typeof(NavMeshAgent))] public class MovementController : MonoBehaviour { -<<<<<<< HEAD public int PointStartID { get; set; } public int PointEndID { get; private set; } public float FlagDistance { get; private set; } private const float updateFlagPositionDelay = 5; private const float updateReachedDestinationDelay = 5; -======= - public NavPoint currentPosition { get; set; } - private Dictionary navPoints = new Dictionary(); - - [SerializeField] private NavMeshAgent navMeshAgent; ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 [SerializeField] private NavMeshAgent navMeshAgent; [SerializeField] private GameObject flag; @@ -28,7 +21,6 @@ public class MovementController : MonoBehaviour private void Awake() { -<<<<<<< HEAD navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed; idNavPointDict = MapManager.IDToNavPoint; InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay); @@ -43,12 +35,6 @@ public class MovementController : MonoBehaviour private void UpdateFlagPosition() { FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude; -======= - navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed; - foreach (var np in MapManager.navPoints) { - navPoints[np.PointId] = np; - } ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 } public void MoveToPointById(int id) @@ -62,27 +48,16 @@ public class MovementController : MonoBehaviour } public void MoveToRandomPoint() -<<<<<<< HEAD { 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)]); ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 } public List GetPointsCandidate() { -<<<<<<< HEAD return MapManager.NavPoints .Where(point => (idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance) -======= - return MapManager.navPoints - .Where(point => (currentPosition.position - point.position).magnitude < SettingsReader.Instance.GetSettings.movementDistance) ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 .ToList(); } diff --git a/Assets/Scripts/Character/NPC.cs b/Assets/Scripts/Character/NPC.cs index 932379c..d47e377 100644 --- a/Assets/Scripts/Character/NPC.cs +++ b/Assets/Scripts/Character/NPC.cs @@ -70,14 +70,7 @@ public class NPC : Agent, ICharacter public override void CollectObservations(VectorSensor sensor) { -<<<<<<< HEAD var candidates = moveController.GetPointsCandidate(); -======= - sensor.AddObservation(Condition.HealthPoints); - sensor.AddObservation(Condition.ArmourPoints); - sensor.AddObservation(Condition.Ammunition); - sensor.AddObservation((int) NPC_State.State); ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 //common sensors sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(), @@ -100,7 +93,6 @@ public class NPC : Agent, ICharacter //point sensors foreach (var point in candidates) { -<<<<<<< HEAD bufferSensor.AppendObservation(new float[] { point.DeathAttr, (int)point.navType, @@ -112,35 +104,6 @@ public class NPC : Agent, ICharacter GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(), point.Position).ToInt() }); -======= - var parray = new float[] - { - //1 position in navpointId - (float) moveController.currentPosition.PointId, - //2 distance to flag - moveController.currentPosition.FlagDistance, - //3 death count in point - moveController.currentPosition.DeathAttr, - //4 flagEnemyDistance - GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position) == true ? 1 : 0, - //5 EnemyVsNavPointDistance - GameManager.IsCloserToEnemyThanToNextNavPoint(point, transform.position, AgentCharacter.Team) == true - ? 1 - : 0 - }; - // var _parray = string.Join(" ", parray); - // Debug.Log("OBS: " + _parray); - bufferSensor.AppendObservation(parray); - } - } - - public override void Heuristic(in ActionBuffers actionsOut) - { - var discreteActionsOut = actionsOut.DiscreteActions; - if (Input.GetKeyDown(KeyCode.W)) - { - discreteActionsOut[0] = 1; ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 } } @@ -149,7 +112,6 @@ public class NPC : Agent, ICharacter var result = actions.DiscreteActions; if (result[0] == 0) { -<<<<<<< HEAD if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover) return; NpcState = CoverState; @@ -185,13 +147,6 @@ public class NPC : Agent, ICharacter case 1: moveController.ReturnToStartPoint(); NpcState = RunningState; break; default: throw new ArgumentException("Undefined Action recieved"); } -======= - moveController.MoveToRandomPoint(); - NPC_State = RunningState; - } else if (actions.DiscreteActions[0] == 2) - { - moveController.MoveToPointById(actions.DiscreteActions[1]); ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 } } #endregion diff --git a/Assets/Scripts/Misc/NavPoint.cs b/Assets/Scripts/Misc/NavPoint.cs index 473d7fa..a70fd61 100755 --- a/Assets/Scripts/Misc/NavPoint.cs +++ b/Assets/Scripts/Misc/NavPoint.cs @@ -17,21 +17,12 @@ public class NavPoint : MonoBehaviour public NavPointType navType = NavPointType.Direction; [HideInInspector] -<<<<<<< HEAD public int PointId = 0; -======= - public int PointId; ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 public float DeathAttr = 0; public List EnemiesSeen = new List(); private void Start() { -<<<<<<< HEAD FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - Position).magnitude; -======= - PointId = GetInstanceID(); - FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - position).magnitude; ->>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467 } }