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165 lines
4.8 KiB
165 lines
4.8 KiB
10 months ago
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using Unity.MLAgents;
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using Unity.MLAgentsExamples;
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using UnityEngine.Events;
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using System;
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using Unity.VisualScripting;
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// Utility class to allow target placement and collision detection with an agent
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/// Add this script to the target you want the agent to touch.
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/// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect'
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/// </summary>
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public class TargetControllerWalker : MonoBehaviour
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{
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[Header("Reward")]
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public float m_Reward;
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[Header("End Episode After Touch")]
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public bool m_EndEpisodeOnTouch = false;
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[Header("Mesh Settings")]
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[SerializeField]
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private MeshFilter modelToChange;
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[SerializeField]
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private Mesh modelToUse;
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[SerializeField]
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[Header("Controller Colour")]
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Material yellow;
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[Header("Collider Tag To Detect")]
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public string tagToDetect = "agent"; //collider tag to detect
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[Header("Target Placement")]
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public float spawnRadius; //The radius in which a target can be randomly spawned.
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public bool respawnIfTouched; //Should the target respawn to a different position when touched
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[Header("Target Fell Protection")]
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public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position.
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public float fallDistance = 5; //distance below the starting height that will trigger a respawn
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public Agent chair;
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private Vector3 m_startingPos; //the starting position of the target
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[System.Serializable]
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public class TriggerEvent : UnityEvent<Collider>
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{
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}
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[Header("Trigger Callbacks")]
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public TriggerEvent onTriggerEnterEvent = new TriggerEvent();
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public TriggerEvent onTriggerStayEvent = new TriggerEvent();
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public TriggerEvent onTriggerExitEvent = new TriggerEvent();
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[System.Serializable]
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public class CollisionEvent : UnityEvent<Collision>
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{
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}
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[Header("Collision Callbacks")]
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public CollisionEvent onCollisionEnterEvent = new CollisionEvent();
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public CollisionEvent onCollisionStayEvent = new CollisionEvent();
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public CollisionEvent onCollisionExitEvent = new CollisionEvent();
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void OnEnable()
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{
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m_startingPos = transform.position;
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if (respawnIfTouched)
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{
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MoveTargetToRandomPosition();
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}
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}
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void Update()
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{
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if (respawnIfFallsOffPlatform)
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{
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if (transform.position.y < m_startingPos.y - fallDistance)
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{
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Debug.Log($"{transform.name} Fell Off Platform");
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MoveTargetToRandomPosition();
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}
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}
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}
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/// <summary>
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/// Moves target to a random position within specified radius.
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/// </summary>
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public void MoveTargetToRandomPosition()
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{
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var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius);
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newTargetPos.y = m_startingPos.y;
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transform.position = newTargetPos;
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}
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private void OnCollisionEnter(Collision col)
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{
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if (col.transform.CompareTag(tagToDetect))
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{
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chair.SetReward(m_Reward);
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if (respawnIfTouched)
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{
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MoveTargetToRandomPosition();
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}
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if (m_EndEpisodeOnTouch)
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{
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chair.EndEpisode();
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}
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onCollisionEnterEvent.Invoke(col);
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}
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}
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private void OnCollisionStay(Collision col)
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{
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if (col.transform.CompareTag(tagToDetect))
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{
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onCollisionStayEvent.Invoke(col);
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}
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}
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private void OnCollisionExit(Collision col)
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{
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if (col.transform.CompareTag(tagToDetect))
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{
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onCollisionExitEvent.Invoke(col);
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}
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}
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private void OnTriggerEnter(Collider col)
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{
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if (col.CompareTag(tagToDetect))
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{
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onTriggerEnterEvent.Invoke(col);
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}
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}
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private void OnTriggerStay(Collider col)
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{
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if (col.CompareTag(tagToDetect))
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{
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onTriggerStayEvent.Invoke(col);
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}
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}
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private void OnTriggerExit(Collider col)
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{
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if (col.CompareTag(tagToDetect))
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{
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onTriggerExitEvent.Invoke(col);
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}
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}
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}
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}
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