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141 lines
5.0 KiB
141 lines
5.0 KiB
using UnityEngine;
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using UnityEngine.Events;
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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 CollisionCallbacks : MonoBehaviour
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{
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// [System.Serializable] public class BoolEvent : UnityEvent<bool> { }
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// [SerializeField] BoolEvent boolEvent = new BoolEvent();
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// public void OnBoolEvent(bool value)
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// {
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// Debug.Log($"OnBoolEvent {value}");
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// }
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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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//
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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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//
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//
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// private Vector3 m_startingPos; //the starting position of the target
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// private Agent m_agentTouching; //the agent currently touching the target
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[System.Serializable]
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// public class TriggerEvent : UnityEvent<string>
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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, Transform>
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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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// // Start is called before the first frame update
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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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onCollisionEnterEvent.Invoke(col, transform);
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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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}
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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, transform);
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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, transform);
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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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