made environment for BensonV4
This commit is contained in:
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Assets/Brains/BensonImitationV3.onnx
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Assets/Brains/BensonImitationV3.onnx
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Assets/Brains/BensonImitationV3.onnx.meta
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@@ -1,104 +0,0 @@
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using UnityEditor;
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using UnityEngine;
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public class WelcomeWindow : EditorWindow
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{
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private GUIStyle textureButton;
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private GUIStyle headingText;
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private GUIStyle commonText;
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private Texture2D top;
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private Texture2D image1;
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private Texture2D linkButton;
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private Texture2D logo;
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private Vector2 scrollIndex;
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[UnityEditor.Callbacks.DidReloadScripts]
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private static void OpenWindowOnUnityStart()
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{
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if (EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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OpenWindow();
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}
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[MenuItem("Tools/EmaceArt/Welcome Window")]
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private static void OpenWindow()
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{
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EditorWindow panel = GetWindow<WelcomeWindow>();
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panel.titleContent = new GUIContent("Hello Developer!", Resources.Load<Texture2D>("Favi_top"));
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// panel.minSize = new Vector2(600, Mathf.Min(Screen.currentResolution.height, 862));
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// panel.maxSize = new Vector2(600, Mathf.Min(Screen.currentResolution.height, 862));
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//panel.ShowUtility();
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}
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private void OnEnable()
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{
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var style = Resources.Load<GUISkin>("GUISkin");
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textureButton = style.GetStyle("textureButton");
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headingText = style.GetStyle("headingText");
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commonText = style.GetStyle("commonText");
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top = Resources.Load<Texture2D>("EA_Top");
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image1 = Resources.Load<Texture2D>("Btn_01");
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linkButton = Resources.Load<Texture2D>("button_free_zone");
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logo = Resources.Load<Texture2D>("Logo");
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}
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private void OnGUI()
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{
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scrollIndex = GUILayout.BeginScrollView(scrollIndex);
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GUILayout.BeginVertical();
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DrawHeader();
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GUILayout.Space(20f);
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DrawBody();
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GUILayout.Space(20f);
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DrawFooter();
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GUILayout.EndVertical();
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GUILayout.EndScrollView();
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}
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private void DrawHeader()
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{
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if (GUILayout.Button(top, textureButton))
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Application.OpenURL("https://assetstore.unity.com/packages/3d/environments/fantasy/slavic-medieval-village-town-interior-and-exterior-pack-environm-137794");
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||||||
}
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||||||
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private void DrawBody()
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{
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||||||
GUILayout.Label("Thanks for checkin Slavica Lite", headingText);
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||||||
GUILayout.Space(1f);
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||||||
GUILayout.Label("This pack perfect match with the Medieval Slavica Town Full!", commonText);
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GUILayout.Space(20f);
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||||||
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||||||
if (GUILayout.Button(image1, textureButton))
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Application.OpenURL("https://assetstore.unity.com/packages/3d/environments/fantasy/slavic-medieval-village-town-interior-and-exterior-pack-environm-137794");
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||||||
}
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||||||
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||||||
private void DrawFooter()
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||||||
{
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||||||
GUILayout.BeginHorizontal();
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||||||
if (GUILayout.Button(logo, textureButton))
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||||||
Application.OpenURL("https://www.emaceart.com");
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||||||
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||||||
GUILayout.BeginVertical();
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||||||
GUILayout.Space(10f);
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||||||
GUILayout.Label("Visit my free zone. If you like this content, don't forget leave review :)", commonText);
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||||||
GUILayout.Space(10f);
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||||||
if (GUILayout.Button(linkButton, textureButton))
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||||||
Application.OpenURL("https://assetstore.unity.com/lists/free-zone-178789");
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||||||
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||||||
GUILayout.EndVertical();
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GUILayout.EndHorizontal();
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}
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}
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Thanks for download!
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||||||
This pack of assets belongs to my other huge pack, which I encourage to buy!
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||||||
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||||||
https://assetstore.unity.com/packages/3d/environments/fantasy/slavic-medieval-village-town-interior-and-exterior-pack-environm-137794
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||||||
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||||||
If you have any questions, or request of additional models, fell free to email me at CONTACT@EMACEART.COM
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_Name:
|
||||||
m_ConstrainProportionsScale: 0
|
m_EditorClassIdentifier:
|
||||||
m_Children:
|
isCollected: 0
|
||||||
- {fileID: 257965083965449723}
|
|
||||||
m_Father: {fileID: 0}
|
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 9b8c300fd72328743893f6c3a05071cc
|
guid: dd1c964ebcc644242b0798f3cdc71e51
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -115,6 +115,9 @@ public class AgentController : Agent
|
|||||||
|
|
||||||
public override void OnActionReceived(ActionBuffers actions)
|
public override void OnActionReceived(ActionBuffers actions)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
print("L");
|
||||||
|
|
||||||
// Actions size = 2 [vertical speed, horizontal speed] = [-1..1, -1..1] // discrete = [{0, 1, 2}, {0, 1, 2}] = [{-1, 0, 1}...]
|
// Actions size = 2 [vertical speed, horizontal speed] = [-1..1, -1..1] // discrete = [{0, 1, 2}, {0, 1, 2}] = [{-1, 0, 1}...]
|
||||||
float vInput = 0;
|
float vInput = 0;
|
||||||
float hInput = 0;
|
float hInput = 0;
|
||||||
@@ -133,7 +136,7 @@ public class AgentController : Agent
|
|||||||
|
|
||||||
if (vInput == 1f)
|
if (vInput == 1f)
|
||||||
{
|
{
|
||||||
AddReward(0.001f);
|
AddReward(0.02f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// give benson mental pain for existing (punishment for maximizing first checkpoint by standing still)
|
// give benson mental pain for existing (punishment for maximizing first checkpoint by standing still)
|
||||||
226
Assets/Scripts/AgentControllerV4.cs
Normal file
226
Assets/Scripts/AgentControllerV4.cs
Normal file
@@ -0,0 +1,226 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Unity.MLAgents;
|
||||||
|
using Unity.MLAgents.Sensors;
|
||||||
|
using Unity.MLAgents.Actuators;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
using System.Linq;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using System.Reflection;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class AgentControllerV4 : Agent
|
||||||
|
{
|
||||||
|
public float motorForce = 300;
|
||||||
|
public float brakeForce = 500;
|
||||||
|
public float maxSpeed = 400;
|
||||||
|
public float steeringRange = 9;
|
||||||
|
Rigidbody rigidBody;
|
||||||
|
public List<GameObject> checkpoints;
|
||||||
|
Vector3 startPosition;
|
||||||
|
Quaternion startRotation;
|
||||||
|
int currentStep = 0;
|
||||||
|
int stepsSinceCheckpoint = 0;
|
||||||
|
public int maxStepsPerCheckpoint = 300;
|
||||||
|
public int distanceBetweenCheckpoints;
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
rigidBody = GetComponent<Rigidbody>();
|
||||||
|
// Find all child GameObjects that have the WheelControl script attached
|
||||||
|
startPosition = transform.localPosition;
|
||||||
|
startRotation = transform.localRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEpisodeBegin()
|
||||||
|
{
|
||||||
|
stepsSinceCheckpoint = 0;
|
||||||
|
|
||||||
|
// reset car
|
||||||
|
transform.localPosition = startPosition;
|
||||||
|
transform.localRotation = startRotation;
|
||||||
|
rigidBody.velocity = Vector3.zero;
|
||||||
|
rigidBody.angularVelocity = Vector3.zero;
|
||||||
|
|
||||||
|
// reset checkpoints
|
||||||
|
foreach (GameObject checkpoint in checkpoints)
|
||||||
|
{
|
||||||
|
checkpoint.GetComponent<Checkpoint>().isCollected = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void CollectObservations(VectorSensor sensor)
|
||||||
|
{
|
||||||
|
Transform currentCheckpoint = checkpoints[0].transform;
|
||||||
|
foreach (GameObject checkpoint in checkpoints)
|
||||||
|
{
|
||||||
|
bool isCollected = checkpoint.GetComponent<Checkpoint>().isCollected;
|
||||||
|
|
||||||
|
if (!isCollected)
|
||||||
|
{
|
||||||
|
currentCheckpoint = checkpoint.transform;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
print(transform.rotation.y);
|
||||||
|
sensor.AddObservation(transform.rotation.y);
|
||||||
|
|
||||||
|
Vector3 position = transform.localPosition;
|
||||||
|
Vector3 checkpointPosition = currentCheckpoint.localPosition;
|
||||||
|
|
||||||
|
Vector2 toCheckpoint = new Vector2(
|
||||||
|
checkpointPosition.x - position.x,
|
||||||
|
checkpointPosition.z - position.z
|
||||||
|
);
|
||||||
|
|
||||||
|
sensor.AddObservation(toCheckpoint.normalized);
|
||||||
|
sensor.AddObservation(toCheckpoint.magnitude);
|
||||||
|
|
||||||
|
var FullVelocityMagnitude = rigidBody.velocity.magnitude; // Velocity including angular velocity
|
||||||
|
var angularMagnitude = rigidBody.angularVelocity.magnitude;
|
||||||
|
|
||||||
|
var forwardMagnitude = Mathf.Sqrt( Mathf.Pow(FullVelocityMagnitude, 2) - Mathf.Pow(angularMagnitude, 2)); // Agent velocity in forward direction
|
||||||
|
|
||||||
|
if (forwardMagnitude >= 0.001)
|
||||||
|
sensor.AddObservation(forwardMagnitude);
|
||||||
|
else
|
||||||
|
sensor.AddObservation(FullVelocityMagnitude);
|
||||||
|
|
||||||
|
sensor.AddObservation(angularMagnitude);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnActionReceived(ActionBuffers actions)
|
||||||
|
{
|
||||||
|
// Actions size = 2 [vertical speed, horizontal speed] = [-1..1, -1..1] // discrete = [{0, 1, 2}, {0, 1, 2}] = [{-1, 0, 1}...]
|
||||||
|
float vInput = 0;
|
||||||
|
float hInput = 0;
|
||||||
|
|
||||||
|
if (actions.DiscreteActions[0] == 0)
|
||||||
|
vInput = -1f;
|
||||||
|
if (actions.DiscreteActions[0] == 1)
|
||||||
|
vInput = 1f;
|
||||||
|
|
||||||
|
if (actions.DiscreteActions[1] == 0)
|
||||||
|
hInput = -1f;
|
||||||
|
if (actions.DiscreteActions[1] == 1)
|
||||||
|
hInput = 1f;
|
||||||
|
|
||||||
|
// reward for going forward
|
||||||
|
|
||||||
|
// if (vInput == 1f)
|
||||||
|
// {
|
||||||
|
// AddReward(0.02f);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// give benson mental pain for existing (punishment for maximizing first checkpoint by standing still)
|
||||||
|
AddReward(-0.002f);
|
||||||
|
|
||||||
|
Vector3 movementForce = vInput * motorForce * transform.forward;
|
||||||
|
float carAngle = transform.rotation.eulerAngles.y + steeringRange * hInput;
|
||||||
|
|
||||||
|
float x = transform.rotation.eulerAngles.x;
|
||||||
|
float z = transform.rotation.eulerAngles.z;
|
||||||
|
|
||||||
|
transform.rotation = Quaternion.Euler(x, carAngle, z);
|
||||||
|
|
||||||
|
rigidBody.AddForce(movementForce, ForceMode.Impulse);
|
||||||
|
|
||||||
|
// rewards
|
||||||
|
Transform currentCheckpoint = checkpoints[0].transform;
|
||||||
|
foreach (GameObject checkpoint in checkpoints)
|
||||||
|
{
|
||||||
|
bool isCollected = checkpoint.GetComponent<Checkpoint>().isCollected;
|
||||||
|
|
||||||
|
if (!isCollected)
|
||||||
|
{
|
||||||
|
currentCheckpoint = checkpoint.transform;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
|
||||||
|
|
||||||
|
float reward = (1 - Mathf.InverseLerp(0, distanceBetweenCheckpoints, checkpintDistance)) / 1000;
|
||||||
|
|
||||||
|
AddReward(reward);
|
||||||
|
|
||||||
|
if (checkpintDistance < 0.1f)
|
||||||
|
{
|
||||||
|
currentCheckpoint.GetComponent<Checkpoint>().isCollected = true;
|
||||||
|
stepsSinceCheckpoint = 0;
|
||||||
|
|
||||||
|
if (currentCheckpoint == checkpoints[checkpoints.Count - 1].transform)
|
||||||
|
{
|
||||||
|
AddReward(10f);
|
||||||
|
EndEpisode();
|
||||||
|
}
|
||||||
|
AddReward(1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
currentStep += 1;
|
||||||
|
stepsSinceCheckpoint += 1;
|
||||||
|
|
||||||
|
if (stepsSinceCheckpoint >= maxStepsPerCheckpoint)
|
||||||
|
{
|
||||||
|
stepsSinceCheckpoint = 0;
|
||||||
|
EndEpisode();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Heuristic(in ActionBuffers actionsOut)
|
||||||
|
{
|
||||||
|
var discreteActionsOut = actionsOut.DiscreteActions;
|
||||||
|
|
||||||
|
discreteActionsOut[0] = 2;
|
||||||
|
discreteActionsOut[1] = 2;
|
||||||
|
|
||||||
|
if (Input.GetAxis("Vertical") < -0.5)
|
||||||
|
discreteActionsOut[0] = 0;
|
||||||
|
if (Input.GetAxis("Vertical") > 0.5)
|
||||||
|
discreteActionsOut[0] = 1;
|
||||||
|
|
||||||
|
if (Input.GetAxis("Horizontal") < -0.5)
|
||||||
|
discreteActionsOut[1] = 0;
|
||||||
|
if (Input.GetAxis("Horizontal") > 0.5)
|
||||||
|
discreteActionsOut[1] = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// finds distance from agent to closest point on the checkpoint line
|
||||||
|
float distanceToCheckpoint(Transform checkpoint)
|
||||||
|
{
|
||||||
|
var closestPoint = checkpoint.GetComponent<Collider>().ClosestPointOnBounds(transform.position);
|
||||||
|
var distanceToCheckpoint = Vector3.Distance(transform.position, closestPoint);
|
||||||
|
return distanceToCheckpoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
// find angle from agent to middle of checkpoint line.
|
||||||
|
float angleToCheckpoint(Transform checkpoint)
|
||||||
|
{
|
||||||
|
Vector3 checkpointDirection = checkpoint.localPosition - transform.localPosition;
|
||||||
|
|
||||||
|
float angle = Vector3.SignedAngle(transform.forward, checkpointDirection, Vector3.up);
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
// punishment for hitting a wall
|
||||||
|
private void OnCollisionEnter(Collision other) {
|
||||||
|
if (other.gameObject.tag == "Wall")
|
||||||
|
{
|
||||||
|
AddReward(-0.05f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// punishment for staying at a wall
|
||||||
|
private void OnCollisionStay(Collision other) {
|
||||||
|
if (other.gameObject.tag == "Wall")
|
||||||
|
{
|
||||||
|
AddReward(-0.05f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: a23c7d66d3ff94847a946cf7b30ca1b7
|
guid: f5cda3de98f45464999f00bdd795f2a0
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class CarControl : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
public float motorTorque = 2000;
|
|
||||||
public float maxSpeed = 20;
|
|
||||||
public float steeringRange = 30;
|
|
||||||
//public float steeringRangeAtMaxSpeed = 10;
|
|
||||||
WheelControl[] wheels;
|
|
||||||
Rigidbody rigidBody;
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
rigidBody = GetComponent<Rigidbody>();
|
|
||||||
|
|
||||||
// Find all child GameObjects that have the WheelControl script attached
|
|
||||||
wheels = GetComponentsInChildren<WheelControl>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
float vInput = Input.GetAxis("Vertical");
|
|
||||||
float hInput = Input.GetAxis("Horizontal");
|
|
||||||
|
|
||||||
foreach (var wheel in wheels)
|
|
||||||
{
|
|
||||||
// Apply steering to Wheel colliders that have "Steerable" enabled
|
|
||||||
if (wheel.steerable)
|
|
||||||
{
|
|
||||||
wheel.WheelCollider.steerAngle = hInput * steeringRange;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply torque to Wheel colliders that have "Motorized" enabled
|
|
||||||
if (wheel.motorized)
|
|
||||||
{
|
|
||||||
wheel.WheelCollider.motorTorque = vInput * motorTorque;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -5,4 +5,20 @@ using UnityEngine;
|
|||||||
public class Checkpoint : MonoBehaviour
|
public class Checkpoint : MonoBehaviour
|
||||||
{
|
{
|
||||||
public bool isCollected = false;
|
public bool isCollected = false;
|
||||||
|
MeshRenderer meshRenderer;
|
||||||
|
|
||||||
|
private void Start() {
|
||||||
|
meshRenderer = GetComponent<MeshRenderer>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
if (isCollected)
|
||||||
|
{
|
||||||
|
meshRenderer.enabled = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
meshRenderer.enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -1,59 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class VehichleControl : MonoBehaviour
|
|
||||||
{
|
|
||||||
public InputController InputCtrl;
|
|
||||||
[Tooltip("Set ref in order of FL, FR, RL, RR")]
|
|
||||||
public WheelCollider[] WheelColliders;
|
|
||||||
|
|
||||||
[Tooltip("Set ref of wheel meshes in order of FL, FR, RL, RR")]
|
|
||||||
public Transform[] Wheels;
|
|
||||||
|
|
||||||
public Transform CenterOfMass;
|
|
||||||
|
|
||||||
public int Force;
|
|
||||||
public int Angle;
|
|
||||||
public int BrakeForce;
|
|
||||||
|
|
||||||
private void Drive()
|
|
||||||
{
|
|
||||||
WheelColliders[0].motorTorque = WheelColliders[1].motorTorque = InputCtrl.Vertical * Force;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Steer()
|
|
||||||
{
|
|
||||||
WheelColliders[0].steerAngle = WheelColliders[1].steerAngle = InputCtrl.Horizontal * Angle;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Brake()
|
|
||||||
{
|
|
||||||
WheelColliders[0].brakeTorque = WheelColliders[1].brakeTorque = InputCtrl.Brake * BrakeForce;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateWheelMovements()
|
|
||||||
{
|
|
||||||
for (var i = 0; i < Wheels.Length; i++)
|
|
||||||
{
|
|
||||||
Vector3 pos;
|
|
||||||
Quaternion rot;
|
|
||||||
WheelColliders[i].GetWorldPose(out pos, out rot);
|
|
||||||
Wheels[i].transform.position = pos;
|
|
||||||
Wheels[i].transform.rotation = rot;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
Steer();
|
|
||||||
Drive();
|
|
||||||
Brake();
|
|
||||||
UpdateWheelMovements();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
GetComponent<Rigidbody>().centerOfMass = CenterOfMass.localPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8c9672ffa7e21bf41b27f35da94be659
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Reference in New Issue
Block a user