21 Commits

Author SHA1 Message Date
3908334f65 Finally fixed 2022-05-07 21:45:28 +07:00
b8e8e74ab4 Fixes in Map Manager 2022-05-05 20:45:26 +07:00
2caf658d19 "update unresolved conflicts" 2022-05-05 18:11:57 +07:00
ba1b350c62 resolved merge conflicts 2022-05-05 16:49:21 +07:00
6514599f22 Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into krazerleo/core/1 2022-05-05 16:30:27 +07:00
f3fe5ea4cd commit 665 2022-05-05 16:26:23 +07:00
1cf5776a1b Merge branch 'krazerleo/core/1' of https://gitea.gavt45.ru/gav/real-shooter into krazerleo/core/1 2022-05-05 11:48:32 +07:00
351fa8ee12 test 1 2022-05-05 01:10:04 +07:00
690f1e2536 test 2022-05-05 01:08:58 +07:00
e689927b73 dadwa 2022-05-05 00:55:51 +07:00
3420d14cdc merge 2022-05-04 23:57:38 +07:00
c8af0e5284 to new git 2022-05-04 23:50:07 +07:00
290f5515b7 update scripts 2022-04-25 16:23:25 +07:00
39d29da2be Merge branch 'main' into krazerleo/core/1 2022-04-19 19:28:44 +07:00
dfdd018a5f added mlagent jsons to gitignore 2022-04-19 19:25:45 +07:00
aae98595d3 Small fizes 2022-04-19 19:24:53 +07:00
4bd1e0644a latest 2022-04-18 19:01:06 +07:00
e1d0bbc1eb kirill loh 2022-04-18 10:53:21 +07:00
5fb554f098 Merge branch 'krazerleo/core/1' of github.com:gavt45/real-shooter into krazerleo/core/1 2022-04-18 09:36:58 +07:00
29fec74bd4 latest changes 2022-04-18 09:34:08 +07:00
f35f9182ca Added debug log and a few todos 2022-04-13 14:12:40 +07:00
68 changed files with 9051 additions and 4288 deletions

5
.gitignore vendored
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# #
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
# #
# MLagents
Assets/ML-Agents/Timers/*
#
/[Ll]ibrary/ /[Ll]ibrary/
/[Tt]emp/ /[Tt]emp/
/[Oo]bj/ /[Oo]bj/

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@ -0,0 +1,114 @@
using System.Collections.Generic;
using UnityEngine;
public class CharacterFactory : MonoBehaviour
{
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>();
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()
{
var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
var defNum = SettingsReader.Instance.GetSettings.NumOfDefenders;
var humanDef = SettingsReader.Instance.GetSettings.HasHumanDefender == true ? 1 : 0;
var humanAtc = SettingsReader.Instance.GetSettings.HasHumanAttacker == true ? 1 : 0;
if (humanAtc == 1 && humanDef == 1)
throw new System.ArgumentException("Can be only one human player");
for (int i = 0; i < attcNum - humanAtc; i++)
InstanciateEntity(Team.Attackers, TypeAI.D0DiskAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
for (int i = 0; i < defNum - humanDef; i++)
InstanciateEntity(Team.Defenders, TypeAI.D0DiskAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
if (humanAtc == 1)
InstanciateEntity(Team.Attackers, TypeAI.HumanAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
if (humanDef == 1)
InstanciateEntity(Team.Defenders, TypeAI.HumanAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
GameManager.OnResetScene += ResetCharacters;
}
private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint)
{
var gameobject = GameObject.Instantiate(
typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
spawnPoint.Position,
Quaternion.identity);
gameobject.SetActive(true);
if (team == Team.Attackers)
gameObject.tag = "Attacker";
else
gameObject.tag = "Defender";
if (typeAi == TypeAI.HumanAI)
{
gameobject.GetComponent<Player>().GetCharacter.Team = team;
player = gameobject;
}
else
{
gameobject.GetComponent<NPC>().GetCharacter.Team = team;
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)
{
var npc = bot.GetComponent<NPC>();
npc.ResetCharacter();
if (npc.GetCharacter.Team == Team.Attackers)
bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
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)
this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
}
}
}

View File

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

View File

@ -2,4 +2,15 @@
{ {
Defenders, Defenders,
Attackers, Attackers,
}
public static class TeamExtension
{
public static Team GetOppositeTeam(this Team team)
{
if (team == Team.Attackers)
return Team.Defenders;
else
return Team.Attackers;
}
} }

View File

@ -0,0 +1,12 @@
using UnityEngine;
public class Character
{
public Team Team { get; set; }
public float LastTimeHit = 0;
public CharacterCondition Condition;
public Character()
{
Condition = new CharacterCondition();
}
}

View File

@ -1,5 +1,5 @@
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@ -1,12 +1,6 @@
using System; using System;
using UnityEngine; using UnityEngine;
public enum NPCState
{
InCover,
InBlancPoint,
InRunning,
}
public class CharacterCondition public class CharacterCondition
{ {
@ -25,7 +19,18 @@ public class CharacterCondition
{ {
health = value; health = value;
OnChangeHealthEvent?.Invoke(value); OnChangeHealthEvent?.Invoke(value);
} }
}
public int GetHealthPointsInQuantile()
{
if (health < 25)
return 0;
else if (health < 50)
return 1;
else if (health < 75)
return 2;
else return 3;
} }
private int armour; private int armour;
public int ArmourPoints public int ArmourPoints
@ -40,6 +45,17 @@ public class CharacterCondition
OnChangeArmourEvent?.Invoke(value); 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; private int ammo;
public int Ammunition public int Ammunition
{ {
@ -54,15 +70,17 @@ public class CharacterCondition
} }
} }
[HideInInspector]
public NPCState npcState { get; private set; }
public CharacterCondition() public CharacterCondition()
{
this.Reset();
}
public void Reset()
{ {
var settings = SettingsReader.Instance.GetSettings; var settings = SettingsReader.Instance.GetSettings;
ammo = settings.maxAmmo; ammo = settings.MaxAmmo;
health = settings.maxHealth; health = settings.MaxHealth;
armour = settings.maxArmour; armour = settings.MaxArmour;
} }
public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100); public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);

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

View File

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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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86
Assets/Scripts/Character/MovementController.cs Executable file → Normal file
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@ -1,40 +1,82 @@
using System.Linq; using System.Collections.Generic;
using System.Collections.Generic; using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))] [RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour public class MovementController : MonoBehaviour
{ {
public NavPoint currentPosition { get; private set; } 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;
[SerializeField] private NavMeshAgent navMeshAgent; [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 Start()
private void Awake()
{ {
navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed; navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
idNavPointDict = MapManager.IDToNavPoint;
InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
InvokeRepeating(nameof(ReachedDestination), 0, updateReachedDestinationDelay);
}
private void OnDestroy()
{
CancelInvoke(nameof(UpdateFlagPosition));
} }
public void Move() private void UpdateFlagPosition()
{ {
var pointCandidate = getPointCandidate(); FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
goToNextNavPoint(pointCandidate);
} }
public void MoveToRandomPoint() public void MoveToRandomPoint()
{
Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
}
private NavPoint getPointCandidate()
{ {
var NavPointsPositions = MapManager.navPoints GoToNextNavPoint(MapManager.NavPoints[Random.Range(0, MapManager.NavPoints.Count)]);
.Select(point => point.transform.position)
.Where(point => (currentPosition.transform.position - point).magnitude <= SettingsReader.Instance.GetSettings.movementSpeed)
.ToList();
return null;
} }
public void goToNextNavPoint(NavPoint destination) => public List<NavPoint> GetPointsCandidate()
navMeshAgent.SetDestination(destination.transform.position); {
return MapManager.NavPoints
.Where(point =>
(idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
.ToList();
}
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;
}
} }

180
Assets/Scripts/Character/NPC.cs Executable file → Normal file
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@ -1,61 +1,189 @@
using System; using System;
using UnityEngine; using System.Collections.Generic;
using Unity.MLAgents; using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators; using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
[RequireComponent(typeof(MovementController))] [RequireComponent(typeof(MovementController),typeof(BufferSensor))]
public class NPC : Agent public class NPC : Agent, ICharacter
{ {
public Team Team { get; set; }
[HideInInspector] [HideInInspector]
private float LastTimeHit; private Character AgentCharacter;
public CharacterCondition Condition; public CharacterCondition Condition;
private FlagZone flagZone = null;
public MovementController moveController; public INpcBaseState NpcState { get; private set; }
public INpcBaseBodyState NpcBodyState { get; private set; }
private void Start()
public Character GetCharacter => AgentCharacter;
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()
{ {
Condition = new CharacterCondition(); 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>(); 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");
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
} }
public override void OnEpisodeBegin() public override void OnEpisodeBegin()
{ {
NpcState = DirectState;
flagZone = GameObject.FindObjectOfType<FlagZone>();
} }
public override void CollectObservations(VectorSensor sensor) public override void CollectObservations(VectorSensor sensor)
{ {
sensor.AddObservation(Condition.HealthPoints); var candidates = moveController.GetPointsCandidate();
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int)Condition.npcState);
}
public override void Heuristic(in ActionBuffers actionsOut) //common sensors
{ sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
var discreteActionsOut = actionsOut.DiscreteActions; NpcBodyState.GetPointToHit(gameObject)).ToInt());
if (Input.GetKeyDown(KeyCode.W)) 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)
{ {
discreteActionsOut[0] = 1; bufferSensor.AppendObservation(new float[] {
point.DeathAttr,
(int)point.navType,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position).ToInt(),
//5 EnemyVsNavPointDistance
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) public override void OnActionReceived(ActionBuffers actions)
{ {
if (actions.DiscreteActions[0] == 1) var result = actions.DiscreteActions;
moveController.MoveToRandomPoint(); if (result[0] == 0)
{
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) public void GetDamage(float damage)
{ {
AgentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f))); Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5)); Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0) if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this); {
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);
}
}
public void ResetCharacter()
{
Condition.Reset();
EndEpisode();
} }
} }

View File

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
defaultReferences: [] defaultReferences: []
executionOrder: 0 executionOrder: 200
icon: {instanceID: 0} icon: {instanceID: 0}
userData: userData:
assetBundleName: assetBundleName:

View 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;
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a192e433e26797745ad0b46de2586de3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,38 @@
using System;
using UnityEngine;
public class Player : MonoBehaviour, ICharacter
{
[HideInInspector]
public Character PlayerCharacter;
public CharacterCondition Condition;
public Character GetCharacter => PlayerCharacter;
private void Awake()
{
PlayerCharacter = new Character();
Condition = PlayerCharacter.Condition;
}
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public event Action<object> OnKilledEvent;
public void GetDamage(float damage)
{
PlayerCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
}
public void ResetCharacter()
{
Condition = new CharacterCondition();
}
}

11
Assets/Scripts/Character/Player.cs.meta generated Normal file
View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a8c9a8e604d395c4ab9d03d28adc4982
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,10 +1,6 @@
using System; using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Unity.Barracuda;
using UnityEngine;
using static scr_Models; using static scr_Models;
public class scr_CharacterController : MonoBehaviour public class scr_CharacterController : MonoBehaviour
{ {
@ -14,7 +10,7 @@ public class scr_CharacterController : MonoBehaviour
private Vector2 input_Movement; private Vector2 input_Movement;
[HideInInspector] [HideInInspector]
public Vector2 input_View; public Vector2 input_View;
private Vector3 newCameraRotation; private Vector3 newCameraRotation;
private Vector3 newCharacterRotation; private Vector3 newCharacterRotation;
@ -22,14 +18,14 @@ public class scr_CharacterController : MonoBehaviour
public Transform cameraHolder; public Transform cameraHolder;
public Transform feetTransform; public Transform feetTransform;
[Header("Settings")] [Header("Settings")]
public PlayerSettingsModel playerSettings; public PlayerSettingsModel playerSettings;
public float ViewClampYMin = -70; public float ViewClampYMin = -70;
public float ViewClampYMax = 80; public float ViewClampYMax = 80;
public LayerMask playerMask; public LayerMask playerMask;
[Header("Gravity")] [Header("Gravity")]
public float gravityAmount; public float gravityAmount;
public float gravityMin; public float gravityMin;
private float playerGravity; private float playerGravity;
@ -37,14 +33,14 @@ public class scr_CharacterController : MonoBehaviour
public Vector3 jumpingForce; public Vector3 jumpingForce;
private Vector3 jumpingForceVelocity; private Vector3 jumpingForceVelocity;
[Header("Stance")] [Header("Stance")]
public PlayerStance playerStance; public PlayerStance playerStance;
public float playerStanceSmoothing; public float playerStanceSmoothing;
public CharacterStance playerStandStance; public CharacterStance playerStandStance;
public CharacterStance playerCrouchStance; public CharacterStance playerCrouchStance;
public CharacterStance playerProneStance; public CharacterStance playerProneStance;
private float stanceCheckErrorMargin = 0.05f; private float stanceCheckErrorMargin = 0.05f;
private float cameraHeight; private float cameraHeight;
private float cameraHeightVelocity; private float cameraHeightVelocity;
@ -61,13 +57,13 @@ public class scr_CharacterController : MonoBehaviour
defaultInput.Character.Movement.performed += e => input_Movement = e.ReadValue<Vector2>(); defaultInput.Character.Movement.performed += e => input_Movement = e.ReadValue<Vector2>();
defaultInput.Character.View.performed += e => input_View = e.ReadValue<Vector2>(); defaultInput.Character.View.performed += e => input_View = e.ReadValue<Vector2>();
defaultInput.Character.Jump.performed += e => Jump(); defaultInput.Character.Jump.performed += e => Jump();
defaultInput.Character.Crouch.performed += e => Crouch(); defaultInput.Character.Crouch.performed += e => Crouch();
defaultInput.Character.Prone.performed += e => Prone(); defaultInput.Character.Prone.performed += e => Prone();
defaultInput.Character.Sprint.performed += e => ToggleSprint(); defaultInput.Character.Sprint.performed += e => ToggleSprint();
defaultInput.Character.SprintReleased.performed += e => StopSprint(); defaultInput.Character.SprintReleased.performed += e => StopSprint();
defaultInput.Enable(); defaultInput.Enable();
newCameraRotation = cameraHolder.localRotation.eulerAngles; newCameraRotation = cameraHolder.localRotation.eulerAngles;
@ -80,7 +76,7 @@ public class scr_CharacterController : MonoBehaviour
{ {
currentWeapon.Initialise(this); currentWeapon.Initialise(this);
} }
} }
private void Update() private void Update()
@ -95,10 +91,10 @@ public class scr_CharacterController : MonoBehaviour
{ {
newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime; newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime;
transform.localRotation = Quaternion.Euler(newCharacterRotation); transform.localRotation = Quaternion.Euler(newCharacterRotation);
newCameraRotation.x += playerSettings.ViewYSensetivity * (playerSettings.ViewYInverted ? input_View.y : -input_View.y) * Time.deltaTime; newCameraRotation.x += playerSettings.ViewYSensetivity * (playerSettings.ViewYInverted ? input_View.y : -input_View.y) * Time.deltaTime;
newCameraRotation.x = Mathf.Clamp(newCameraRotation.x, ViewClampYMin, ViewClampYMax); newCameraRotation.x = Mathf.Clamp(newCameraRotation.x, ViewClampYMin, ViewClampYMax);
cameraHolder.localRotation = Quaternion.Euler(newCameraRotation); cameraHolder.localRotation = Quaternion.Euler(newCameraRotation);
} }
@ -108,7 +104,7 @@ public class scr_CharacterController : MonoBehaviour
{ {
isSprinting = false; isSprinting = false;
} }
var verticalSpeed = playerSettings.WalkingForwardSpeed; var verticalSpeed = playerSettings.WalkingForwardSpeed;
var horizontalSpeed = playerSettings.WalkingStrafeSpeed; var horizontalSpeed = playerSettings.WalkingStrafeSpeed;
@ -117,17 +113,17 @@ public class scr_CharacterController : MonoBehaviour
verticalSpeed = playerSettings.RunningForwardSpeed; verticalSpeed = playerSettings.RunningForwardSpeed;
horizontalSpeed = playerSettings.RunningStrafeSpeed; horizontalSpeed = playerSettings.RunningStrafeSpeed;
} }
// Effectors // Effectors
if (!characterController.isGrounded) if (!characterController.isGrounded)
{ {
playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector; playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
} }
else if(playerStance == PlayerStance.Crouch) else if (playerStance == PlayerStance.Crouch)
{ {
playerSettings.SpeedEffector = playerSettings.CrouchSpeedEffector; playerSettings.SpeedEffector = playerSettings.CrouchSpeedEffector;
} }
else if(playerStance == PlayerStance.Prone) else if (playerStance == PlayerStance.Prone)
{ {
playerSettings.SpeedEffector = playerSettings.ProneSpeedEffector; playerSettings.SpeedEffector = playerSettings.ProneSpeedEffector;
} }
@ -135,15 +131,15 @@ public class scr_CharacterController : MonoBehaviour
{ {
playerSettings.SpeedEffector = 1; playerSettings.SpeedEffector = 1;
} }
verticalSpeed *= playerSettings.SpeedEffector; verticalSpeed *= playerSettings.SpeedEffector;
horizontalSpeed *= playerSettings.SpeedEffector; horizontalSpeed *= playerSettings.SpeedEffector;
newMovementSpeed = Vector3.SmoothDamp(newMovementSpeed, newMovementSpeed = Vector3.SmoothDamp(newMovementSpeed,
new Vector3(horizontalSpeed * input_Movement.x * Time.deltaTime, new Vector3(horizontalSpeed * input_Movement.x * Time.deltaTime,
0, verticalSpeed * input_Movement.y * Time.deltaTime), 0, verticalSpeed * input_Movement.y * Time.deltaTime),
ref newMovementSpeedVelocity, characterController.isGrounded ? playerSettings.MovementSmoothing : playerSettings.FallingSmoothing); ref newMovementSpeedVelocity, characterController.isGrounded ? playerSettings.MovementSmoothing : playerSettings.FallingSmoothing);
var MovementSpeed = transform.TransformDirection(newMovementSpeed); var MovementSpeed = transform.TransformDirection(newMovementSpeed);
if (playerGravity > gravityMin) if (playerGravity > gravityMin)
@ -158,7 +154,7 @@ public class scr_CharacterController : MonoBehaviour
MovementSpeed.y += playerGravity; MovementSpeed.y += playerGravity;
MovementSpeed += jumpingForce * Time.deltaTime; MovementSpeed += jumpingForce * Time.deltaTime;
characterController.Move(MovementSpeed); characterController.Move(MovementSpeed);
} }
@ -179,7 +175,7 @@ public class scr_CharacterController : MonoBehaviour
{ {
stanceHeight = playerProneStance.CameraHeight; stanceHeight = playerProneStance.CameraHeight;
} }
cameraHeight = Mathf.SmoothDamp(cameraHolder.localPosition.y, stanceHeight, ref cameraHeightVelocity, playerStanceSmoothing); cameraHeight = Mathf.SmoothDamp(cameraHolder.localPosition.y, stanceHeight, ref cameraHeightVelocity, playerStanceSmoothing);
cameraHolder.localPosition = new Vector3(cameraHolder.localPosition.x, cameraHeight, cameraHolder.localPosition.z); cameraHolder.localPosition = new Vector3(cameraHolder.localPosition.x, cameraHeight, cameraHolder.localPosition.z);
@ -190,7 +186,7 @@ public class scr_CharacterController : MonoBehaviour
{ {
return; return;
} }
if (playerStance == PlayerStance.Crouch) if (playerStance == PlayerStance.Crouch)
{ {
if (StanceCheck(playerStandStance.StanceCollider.height)) if (StanceCheck(playerStandStance.StanceCollider.height))
@ -200,7 +196,7 @@ public class scr_CharacterController : MonoBehaviour
playerStance = PlayerStance.Stand; playerStance = PlayerStance.Stand;
return; return;
} }
// Jump // Jump
jumpingForce = Vector3.up * playerSettings.JumpingHeight; jumpingForce = Vector3.up * playerSettings.JumpingHeight;
playerGravity = 0; playerGravity = 0;
@ -233,8 +229,8 @@ public class scr_CharacterController : MonoBehaviour
{ {
var start = new Vector3(feetTransform.position.x, feetTransform.position.y + characterController.radius + stanceCheckErrorMargin, feetTransform.position.z); var start = new Vector3(feetTransform.position.x, feetTransform.position.y + characterController.radius + stanceCheckErrorMargin, feetTransform.position.z);
var end = new Vector3(feetTransform.position.x, feetTransform.position.y - characterController.radius - stanceCheckErrorMargin + stanceCheckheight, feetTransform.position.z); var end = new Vector3(feetTransform.position.x, feetTransform.position.y - characterController.radius - stanceCheckErrorMargin + stanceCheckheight, feetTransform.position.z);
return Physics.CheckCapsule(start, end, characterController.radius, playerMask); return Physics.CheckCapsule(start, end, characterController.radius, playerMask);
} }
@ -247,7 +243,7 @@ public class scr_CharacterController : MonoBehaviour
} }
isSprinting = !isSprinting; isSprinting = !isSprinting;
} }
private void StopSprint() private void StopSprint()
{ {
if (playerSettings.SprintingHold) if (playerSettings.SprintingHold)
@ -255,5 +251,5 @@ public class scr_CharacterController : MonoBehaviour
isSprinting = false; isSprinting = false;
} }
} }
} }

View File

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

View File

@ -1,57 +1,151 @@
using System.Collections; using System;
using System.Collections.Generic; using Unity.MLAgents;
using UnityEditorInternal;
using UnityEngine; using UnityEngine;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
private static GameManager instance; 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 void Awake() private void Awake()
{ {
if (Instance == null) if (instance is null)
instance = this; instance = this;
else if (Instance == this) else
{
Destroy(gameObject); Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
} }
private void Start() private void Start()
{ {
GlobalEventManager.onCaptureFlag += flagCaptured; Academy.Instance.OnEnvironmentReset += ResetScene;
GlobalEventManager.onTimeLeft += timeOut;
}
private void Update() GlobalEventManager.OnCaptureFlag += FlagCaptured;
{ GlobalEventManager.OnTimeLeft += TimeOut;
}
private void flagCaptured(Team team) var agents = GameObject.FindObjectsOfType<Agent>();
{ foreach (var item in agents)
switch(team)
{ {
case Team.Attackers: var agent = item as NPC;
Debug.Log("Attackers Win"); if (agent.GetCharacter.Team == Team.Attackers)
break; attackersTeam.RegisterAgent(item);
case Team.Defenders: else
Debug.Log("Defenders Win"); defendersTeam.RegisterAgent(item);
break;
default:
Debug.LogError("Unexpected Team");
break;
} }
} }
private void timeOut() private static SimpleMultiAgentGroup getAgentList(Team team)
{ {
Debug.Log("Time is out"); if (team == Team.Attackers)
return attackersTeam;
else
return defendersTeam;
}
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 oppositeTeam)
{
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;
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)
{
case Team.Attackers:
Debug.Log("Attackers Win");
ResetScene();
break;
case Team.Defenders:
Debug.Log("Defenders Win");
ResetScene();
break;
}
ResetScene();
}
private void TimeOut()
{
ResetScene();
} }
private void OnDestroy() private void OnDestroy()
{ {
GlobalEventManager.onCaptureFlag -= flagCaptured; GlobalEventManager.OnCaptureFlag -= FlagCaptured;
GlobalEventManager.onTimeLeft -= timeOut; GlobalEventManager.OnTimeLeft -= TimeOut;
}
public static event Action OnResetScene;
private void ResetScene()
{
Debug.Log("Scene Reset");
OnResetScene?.Invoke();
} }
} }

View File

@ -2,18 +2,18 @@
public class GlobalEventManager public class GlobalEventManager
{ {
public static event Action<Team> onCaptureFlag; public static event Action<Team> OnCaptureFlag;
public static void SendCaptureFlag(Team team) public static void SendCaptureFlag(Team team)
{ {
onCaptureFlag?.Invoke(team); OnCaptureFlag?.Invoke(team);
onCaptureFlag = null; OnCaptureFlag = null;
} }
public static event Action onTimeLeft; public static event Action OnTimeLeft;
public static void SendTimeout() public static void SendTimeout()
{ {
onTimeLeft?.Invoke(); OnTimeLeft?.Invoke();
onTimeLeft = null; OnTimeLeft = null;
} }
} }

View File

@ -3,15 +3,61 @@ using UnityEngine;
public class MapManager : MonoBehaviour public class MapManager : MonoBehaviour
{ {
public static List<NavPoint> navPoints { get; private set; } private static MapManager instance;
private void Start() public static MapManager Instance => instance;
[SerializeField] static List<NavPoint> _navPoints;
public static List<NavPoint> NavPoints { get => _navPoints; private set => _navPoints = value; }
public static Dictionary<int, NavPoint> IDToNavPoint {get; private set; }
private void Awake()
{ {
navPoints = new List<NavPoint>(); if (instance is null)
var navPointsGameObj = GameObject.FindGameObjectsWithTag("Point"); instance = this;
foreach (var gameobj in navPointsGameObj) else
{ {
Debug.Log(" a "); Destroy(gameObject);
navPoints.Add(gameobj.GetComponent<NavPoint>()); 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

@ -1,11 +1,11 @@
using System.Collections; using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
public class TimeManager : MonoBehaviour public class TimeManager : MonoBehaviour
{ {
public static TimeManager instance = null; private static TimeManager instance;
public float CurrentTime; public static TimeManager Instance { get { return instance; } }
public float CurrentTime { get; private set; }
void Start() void Start()
{ {
if (instance == null) if (instance == null)
@ -15,12 +15,14 @@ public class TimeManager : MonoBehaviour
} }
else else
{ {
Debug.LogError("Only one Instance"); Debug.LogError("Only 1 Instance");
Destroy(gameObject); Destroy(gameObject);
} }
} }
void Update() void Update()
{ {
CurrentTime += Time.deltaTime; CurrentTime += Time.deltaTime;
if (CurrentTime > SettingsReader.Instance.GetSettings.TimeOut)
GlobalEventManager.SendTimeout();
} }
} }

View File

@ -1,6 +1,4 @@
using System.Collections; using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
public class FlagZone : MonoBehaviour public class FlagZone : MonoBehaviour
{ {
@ -9,14 +7,14 @@ public class FlagZone : MonoBehaviour
public float TimeStayDefenders { get; private set; } public float TimeStayDefenders { get; private set; }
private int occupDefenders; private int occupDefenders;
private int occupAttackers; private int occupAttackers;
private bool isOccupBoth => (occupDefenders>0) && (occupAttackers>0); public bool IsOccupBoth => (occupDefenders > 0) && (occupAttackers > 0);
private bool isNotOccup => (occupDefenders == 0) && (occupAttackers == 0); public bool IsNotOccup => (occupDefenders == 0) && (occupAttackers == 0);
private float timeForWin; private float timeForWin;
private void Start() private void Start()
{ {
timeForWin = SettingsReader.Instance.GetSettings.timeToWin; timeForWin = SettingsReader.Instance.GetSettings.TimeToWin;
TimeStayAttackers = 0; TimeStayAttackers = 0;
TimeStayDefenders = 0; TimeStayDefenders = 0;
occupAttackers = 0; occupAttackers = 0;
@ -24,7 +22,7 @@ public class FlagZone : MonoBehaviour
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
switch(other.tag) switch (other.tag)
{ {
case "Defender": case "Defender":
occupDefenders++; occupDefenders++;
@ -54,7 +52,7 @@ public class FlagZone : MonoBehaviour
} }
private void Update() private void Update()
{ {
if (isOccupBoth || isNotOccup) if (IsOccupBoth || IsNotOccup)
{ {
TimeStayAttackers = 0; TimeStayAttackers = 0;
TimeStayDefenders = 0; TimeStayDefenders = 0;
@ -64,7 +62,7 @@ public class FlagZone : MonoBehaviour
{ {
TimeStayAttackers += Time.deltaTime; TimeStayAttackers += Time.deltaTime;
if (TimeStayAttackers > timeForWin) if (TimeStayAttackers > timeForWin)
GlobalEventManager.SendCaptureFlag(Team.Attackers); GlobalEventManager.SendCaptureFlag(Team.Attackers);
} }
else else
{ {

View File

@ -1,27 +1,28 @@
using System.Collections; using System.Collections.Generic;
using System.Collections.Generic; using System;
using UnityEngine; using UnityEngine;
public enum NavPointType
{
Cover,
Direction,
}
public class NavPoint : MonoBehaviour public class NavPoint : MonoBehaviour
{ {
public Vector3 position => gameObject.transform.position; public Vector3 Position => gameObject.transform.position;
public float FlagDistance { get; private set; } public float FlagDistance { get; private set; }
[System.NonSerialized] public float DeathAttr;
[System.NonSerialized] public List<Vector3> EnemiesSeen;
//Here other attributes;
[SerializeField] public NavPointType navType = NavPointType.Direction;
public int PointId;
private void Awake() [HideInInspector]
{ public int PointId = 0;
//DO NOT DELETE public float DeathAttr = 0;
} public List<Vector3> EnemiesSeen = new List<Vector3>();
private void Start() private void Start()
{ {
FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - position).magnitude; FlagDistance = (GameObject.FindGameObjectWithTag("Flag").transform.position - Position).magnitude;
EnemiesSeen = new List<Vector3>();
DeathAttr = 0;
} }
} }

View File

@ -1,30 +1,41 @@
using UnityEngine; 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 class Settings : ScriptableObject
{ {
public bool isTesting; public bool IsTesting;
public float timeToWin; public float TimeToWin;
public float timeOut; public float TimeOut;
[Header("movement")] [Header("movement")]
public float movementDistance; public float MovementDistance;
public float movementSpeed; public float MovementSpeed;
public TypeAI defTeamAI; public TypeAI DefTeamAI;
public TypeAI atcTeamAI; public TypeAI AtcTeamAI;
public int numOfDefenders; public int NumOfDefenders;
public int numOfAttackers; public int NumOfAttackers;
public bool hasHumanDefender; public bool HasHumanDefender;
public bool hasHumanAttacker; public bool HasHumanAttacker;
public int healthPickupAmount; public int HealthPickupAmount;
public int armourPickupAmount; public int ArmourPickupAmount;
public int ammunitionPickupAmount; public int AmmunitionPickupAmount;
public int pickupsAmount; public int PickupsAmount;
public int maxHealth; public int MaxHealth;
public int maxArmour; public int MaxArmour;
public int maxAmmo; public int MaxAmmo;
public float ViewDistance;
public float GetHitChanceInDirectPoint;
public float GetHitChanceInRunning;
public float GetHitChanceInCover;
public float DoDamageChanceInDirectPoint;
public float DoDamageChanceInRunning;
public float DoDamageChanceInCover;
public float CrouchingCoefficient;
} }

View File

@ -1,17 +1,21 @@
using System.Collections; using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
public class SettingsReader : MonoBehaviour public class SettingsReader : MonoBehaviour
{ {
private static SettingsReader instance; private static SettingsReader instance;
public static SettingsReader Instance { get { return instance; } } public static SettingsReader Instance => instance;
private void Awake() private void Awake()
{ {
instance = this; if (instance is null)
instance = this;
else
{
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
} }
[SerializeField] private Settings gameSettings; [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))] [RequireComponent(typeof(BoxCollider))]
public class AmmoPickUp : MonoBehaviour, IPickable public class AmmoPickUp : MonoBehaviour, IPickable
@ -11,9 +10,14 @@ public class AmmoPickUp : MonoBehaviour, IPickable
PickObject(other.gameObject); PickObject(other.gameObject);
} }
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public void PickObject(GameObject obj) public void PickObject(GameObject obj)
{ {
obj.GetComponent<CharacterCondition>()?.TakeAmmo(SettingsReader.Instance.GetSettings.ammunitionPickupAmount); obj.GetComponent<ICharacter>()?.GetCharacter.Condition.TakeAmmo(SettingsReader.Instance.GetSettings.AmmunitionPickupAmount);
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }

View File

@ -1,5 +1,4 @@
using System; using UnityEngine;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(BoxCollider))]
public class ArmourPickUp : MonoBehaviour, IPickable public class ArmourPickUp : MonoBehaviour, IPickable
@ -11,9 +10,14 @@ public class ArmourPickUp : MonoBehaviour, IPickable
PickObject(other.gameObject); PickObject(other.gameObject);
} }
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public void PickObject(GameObject obj) public void PickObject(GameObject obj)
{ {
obj.GetComponent<CharacterCondition>()?.GiveArmour(SettingsReader.Instance.GetSettings.armourPickupAmount); obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveArmour(SettingsReader.Instance.GetSettings.ArmourPickupAmount);
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }

View File

@ -1,5 +1,4 @@
using System; using UnityEngine;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(BoxCollider))]
public class HealthPickUp : MonoBehaviour, IPickable public class HealthPickUp : MonoBehaviour, IPickable
@ -11,9 +10,14 @@ public class HealthPickUp : MonoBehaviour, IPickable
PickObject(other.gameObject); PickObject(other.gameObject);
} }
private void OnDestroy()
{
Debug.LogWarning("Pooled object was destroyed");
}
public void PickObject(GameObject obj) public void PickObject(GameObject obj)
{ {
obj.GetComponent<CharacterCondition>()?.GiveHealth(SettingsReader.Instance.GetSettings.healthPickupAmount); obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveHealth(SettingsReader.Instance.GetSettings.HealthPickupAmount);
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }

View File

@ -1,7 +1,6 @@
using System; using UnityEngine;
using UnityEngine;
public interface IPickable public interface IPickable
{ {
PickUpType type { get; } PickUpType type { get; }
void PickObject(GameObject obj); void PickObject(GameObject obj);
} }

View File

@ -16,10 +16,18 @@ public class PickUpSpawner : MonoBehaviour
[SerializeField] private List<NavPoint> spawnPoints; [SerializeField] private List<NavPoint> spawnPoints;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
}
private void Start() private void Start()
{ {
pickups = new List<GameObject>(); pickups = new List<GameObject>();
var amount = SettingsReader.Instance.GetSettings.pickupsAmount; var amount = SettingsReader.Instance.GetSettings.PickupsAmount;
for (int i = 0; i < amount; i++) for (int i = 0; i < amount; i++)
pickups.Add(GameObject.Instantiate(healthPrefab, spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position, Quaternion.identity)); pickups.Add(GameObject.Instantiate(healthPrefab, spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position, Quaternion.identity));
for (int i = 0; i < amount; i++) for (int i = 0; i < amount; i++)
@ -36,25 +44,25 @@ public class PickUpSpawner : MonoBehaviour
private IEnumerator SpawnNewPickUps() private IEnumerator SpawnNewPickUps()
{ {
while(true) while (true)
{ {
GameObject item; GameObject item;
if(IsDisableCheck(out item)) if (IsDisableCheck(out item))
{ {
yield return new WaitForSeconds(3); yield return new WaitForSeconds(3);
if (item != null) 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); item.SetActive(true);
} }
} }
yield return new WaitForSeconds(2); yield return new WaitForSeconds(2);
} }
} }
private bool IsDisableCheck(out GameObject gameobj) private bool IsDisableCheck(out GameObject gameobj)
{ {
foreach(var pick in pickups) foreach (var pick in pickups)
{ {
if (!pick.activeInHierarchy) 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;

2
Assets/Scripts/Sensors.meta → Assets/Scripts/Statistics.meta generated Executable file → Normal file
View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 5e73ba257bc6b684c86edf9ecfd475ef guid: 3a9f7f0a9faf11f49a433480722bffc5
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

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)
{
var dir = Application.persistentDataPath + Directory;
if (!System.IO.Directory.Exists(dir))
System.IO.Directory.CreateDirectory(dir);
var logName = BaseName + (System.IO.Directory.GetFiles(dir).Length + 1).ToString();
var 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: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
defaultReferences: [] defaultReferences: []
executionOrder: 0 executionOrder: 300
icon: {instanceID: 0} icon: {instanceID: 0}
userData: userData:
assetBundleName: assetBundleName:

View File

@ -0,0 +1,7 @@
public static class BoolExtension
{
public static int ToInt(this bool _bool)
{
return _bool == true ? 1 : 0;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f48fff3c2eda14d4fba923fe8875f651
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

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

View File

@ -1,17 +1,16 @@
using System; using UnityEngine;
using UnityEngine;
using static scr_Models; using static scr_Models;
public class scr_WeaponController : MonoBehaviour public class scr_WeaponController : MonoBehaviour
{ {
private scr_CharacterController characterController; private scr_CharacterController characterController;
[Header("Settings")] [Header("Settings")]
public WeaponSettingsModel settings; public WeaponSettingsModel settings;
private bool isInitialised; private bool isInitialised;
Vector3 newWeaponRotation; Vector3 newWeaponRotation;
Vector3 newWeaponRotationVelocity; Vector3 newWeaponRotationVelocity;
Vector3 targetWeaponRotation; Vector3 targetWeaponRotation;
Vector3 targetWeaponRotationVelocity; Vector3 targetWeaponRotationVelocity;
@ -32,17 +31,17 @@ public class scr_WeaponController : MonoBehaviour
{ {
return; return;
} }
targetWeaponRotation.y += settings.SwayAmount * (settings.SwayXInverted ? -characterController.input_View.x : characterController.input_View.x) * Time.deltaTime; 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); //newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX); targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY); targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing); targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing);
newWeaponRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing); newWeaponRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
transform.localRotation = Quaternion.Euler(newWeaponRotation); transform.localRotation = Quaternion.Euler(newWeaponRotation);
} }
} }

View File

@ -12,6 +12,34 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: e2c47233b9062c84482336b145c6891b, type: 3} m_Script: {fileID: 11500000, guid: e2c47233b9062c84482336b145c6891b, type: 3}
m_Name: Game Settings m_Name: Game Settings
m_EditorClassIdentifier: m_EditorClassIdentifier:
<<<<<<< HEAD
IsTesting: 0
TimeToWin: 15
TimeOut: 3600
MovementDistance: 50
MovementSpeed: 5
DefTeamAI: 3
AtcTeamAI: 3
NumOfDefenders: 1
NumOfAttackers: 1
HasHumanDefender: 0
HasHumanAttacker: 0
HealthPickupAmount: 50
ArmourPickupAmount: 50
AmmunitionPickupAmount: 60
PickupsAmount: 0
MaxHealth: 100
MaxArmour: 100
MaxAmmo: 360
ViewDistance: 100
GetHitChanceInDirectPoint: 50
GetHitChanceInRunning: 25
GetHitChanceInCover: 20
DoDamageChanceInDirectPoint: 70
DoDamageChanceInRunning: 30
DoDamageChanceInCover: 25
CrouchingCoefficient: 1.4
=======
isTesting: 1 isTesting: 1
timeToWin: 5 timeToWin: 5
timeOut: 1600 timeOut: 1600
@ -19,14 +47,21 @@ MonoBehaviour:
movementSpeed: 3 movementSpeed: 3
defTeamAI: 0 defTeamAI: 0
atcTeamAI: 0 atcTeamAI: 0
numOfDefenders: 0 numOfDefenders: 1
numOfAttackers: 0 numOfAttackers: 1
hasHumanDefender: 0 hasHumanDefender: 1
hasHumanAttacker: 0 hasHumanAttacker: 0
healthPickupAmount: 50 healthPickupAmount: 50
armourPickupAmount: 50 armourPickupAmount: 50
ammunitionPickupAmount: 120 ammunitionPickupAmount: 120
pickupsAmount: 2 pickupsAmount: 2
maxHealth: 0 maxHealth: 100
maxArmour: 0 maxArmour: 100
maxAmmo: 0 maxAmmo: 31337
GetHitChanceInDirectPoint: 0
GetHitChanceInRunning: 0
GetHitChanceInCover: 0
DoDamageChanceInDirectPoint: 0
DoDamageChanceInRunning: 0
DoDamageChanceInCover: 0
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467

0
Docs/api.md Normal file
View File

View File

@ -627,7 +627,8 @@ PlayerSettings:
gcIncremental: 0 gcIncremental: 0
assemblyVersionValidation: 1 assemblyVersionValidation: 1
gcWBarrierValidation: 0 gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform: {} apiCompatibilityLevelPerPlatform:
Standalone: 3
m_RenderingPath: 1 m_RenderingPath: 1
m_MobileRenderingPath: 1 m_MobileRenderingPath: 1
metroPackageName: Template_3D metroPackageName: Template_3D

View File

@ -1,2 +0,0 @@
m_EditorVersion: 2019.4.35f1
m_EditorVersionWithRevision: 2019.4.35f1 (0462406dff2e)

7477
StyleCop.Cache Normal file

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