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looping of text & audio, statistics/model info text added

audio
cailean 6 months ago
parent
commit
024200a8a7
  1. 12
      Assets/3_MarathonEnvs/Scripts/Ragdoll004/DReConRewards.cs
  2. 674
      Assets/5_Scenes/DreconDemo.unity
  3. 7
      Assets/8_Scripts/1_Managers/CameraManager.cs
  4. 29
      Assets/8_Scripts/1_Managers/Model Manager.cs
  5. 11
      Assets/8_Scripts/1_Managers/Model Manager.cs.meta
  6. 2
      Assets/8_Scripts/1_Managers/NarrationManager.cs
  7. 44
      Assets/8_Scripts/1_Managers/UIManager.cs
  8. 11
      Assets/8_Scripts/1_Managers/UIManager.cs.meta
  9. 2
      Assets/8_Scripts/3_Script/Howl Short Test.txt
  10. 7
      Assets/8_Scripts/3_Script/Howl Short Test.txt.meta
  11. 2
      Assets/ML-Agents/Timers/DreconDemo_timers.json
  12. 10
      Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset
  13. BIN
      FMOD Banks/Desktop/Music.bank
  14. 2
      ProjectSettings/TagManager.asset

12
Assets/3_MarathonEnvs/Scripts/Ragdoll004/DReConRewards.cs

@ -11,6 +11,7 @@ public class DReConRewards : MonoBehaviour
[Header("Reward")] [Header("Reward")]
public float SumOfSubRewards; public float SumOfSubRewards;
public float Reward; public float Reward;
public float m_CumulativeReward;
[Header("Position Reward")] [Header("Position Reward")]
public float SumOfDistances; public float SumOfDistances;
@ -72,6 +73,10 @@ public class DReConRewards : MonoBehaviour
public string targetedRootName = "articulation:Hips"; public string targetedRootName = "articulation:Hips";
// Unity Events //
public delegate void onUpdateStatDelegate(float value, int statIndex);
public static onUpdateStatDelegate m_UpdateStat;
public void OnAgentInitialize() public void OnAgentInitialize()
{ {
@ -189,10 +194,17 @@ public class DReConRewards : MonoBehaviour
// reward // reward
SumOfSubRewards = PositionReward+ComReward+PointsVelocityReward+LocalPoseReward; SumOfSubRewards = PositionReward+ComReward+PointsVelocityReward+LocalPoseReward;
Reward = DistanceFactor*SumOfSubRewards; Reward = DistanceFactor*SumOfSubRewards;
m_CumulativeReward += Reward;
m_UpdateStat?.Invoke(m_CumulativeReward/10f, 0);
//m_UpdateStat?.Invoke(LocalPoseReward, 1);
//m_UpdateStat?.Invoke(PointsVelocityReward, 2);
//m_UpdateStat?.Invoke(PositionReward, 3);
// Reward = (DirectionFactor*SumOfSubRewards) * DistanceFactor; // Reward = (DirectionFactor*SumOfSubRewards) * DistanceFactor;
} }
public void OnReset() public void OnReset()
{ {
m_CumulativeReward = 0f;
Assert.IsTrue(_hasLazyInitialized); Assert.IsTrue(_hasLazyInitialized);
_mocapBodyStats.OnReset(); _mocapBodyStats.OnReset();

674
Assets/5_Scenes/DreconDemo.unity

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m_Actuations: m_Actuations:
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7
Assets/8_Scripts/1_Managers/CameraManager.cs

@ -26,6 +26,9 @@ public class CameraManager : MonoBehaviour
public LayerMask m_Environment; public LayerMask m_Environment;
public LayerMask m_Actuations; public LayerMask m_Actuations;
[Header("Text Objects")]
public GameObject m_Rewards;
[Header("Camera Settings")] [Header("Camera Settings")]
[Range(2, 20)] [Range(2, 20)]
public int m_CameraBlendMin; public int m_CameraBlendMin;
@ -107,15 +110,19 @@ public class CameraManager : MonoBehaviour
{ {
case "vc_Agent": case "vc_Agent":
m_Camera.cullingMask = m_Agent; m_Camera.cullingMask = m_Agent;
m_Rewards.SetActive(true);
break; break;
case "vc_Body": case "vc_Body":
m_Camera.cullingMask = m_Bodies; m_Camera.cullingMask = m_Bodies;
m_Rewards.SetActive(false);
break; break;
case "vc_Environment": case "vc_Environment":
m_Camera.cullingMask = m_Environment; m_Camera.cullingMask = m_Environment;
m_Rewards.SetActive(false);
break; break;
case "vc_Actuations": case "vc_Actuations":
m_Camera.cullingMask = m_Actuations; m_Camera.cullingMask = m_Actuations;
m_Rewards.SetActive(true);
break; break;
} }

29
Assets/8_Scripts/1_Managers/Model Manager.cs

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using Unity.MLAgents.Policies;
using UnityEngine;
public class ModelManager : MonoBehaviour
{
[SerializeField]
public string m_ModelName;
private BehaviorParameters m_Parameters;
// Unity Events //
public delegate void onUpdateModelNameDelegate(string modelName);
public static onUpdateModelNameDelegate m_UpdateModelName;
private void OnEnable()
{
m_Parameters = GetComponent<BehaviorParameters>();
}
private void FixedUpdate()
{
if (m_Parameters != null)
{
m_ModelName = m_Parameters.Model.name;
m_UpdateModelName?.Invoke(m_ModelName);
}
}
}

11
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2
Assets/8_Scripts/1_Managers/NarrationManager.cs

@ -80,11 +80,11 @@ public class NarrationManager : MonoBehaviour
// Increments to next index in list, and updates UI. // Increments to next index in list, and updates UI.
void updateSubtitle() void updateSubtitle()
{ {
m_ScriptIndex++;
if (m_ScriptIndex == m_scriptSlices.Count) if (m_ScriptIndex == m_scriptSlices.Count)
m_ScriptIndex = 0; m_ScriptIndex = 0;
CalculateVariableWaitTime(m_scriptSlices[m_ScriptIndex]); CalculateVariableWaitTime(m_scriptSlices[m_ScriptIndex]);
DisplayText(m_scriptSlices[m_ScriptIndex]); DisplayText(m_scriptSlices[m_ScriptIndex]);
m_ScriptIndex++;
StartCoroutine(SubtitleWait()); StartCoroutine(SubtitleWait());
} }

44
Assets/8_Scripts/1_Managers/UIManager.cs

@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class UIManager : MonoBehaviour
{
[Header("Stat Text Objects")]
public List<TMP_Text> m_StatText;
public TMP_Text m_ModelNameText;
private void OnEnable()
{
DReConRewards.m_UpdateStat += UpdateStatText;
ModelManager.m_UpdateModelName += UpdateModelName;
}
private void OnDisable()
{
DReConRewards.m_UpdateStat -= UpdateStatText;
ModelManager.m_UpdateModelName -= UpdateModelName;
}
private void UpdateStatText(float reward, int statIndex)
{
try
{
m_StatText[statIndex].text = reward.ToString("#.000");
}
catch
{
Debug.LogError($"Text object did not exist index: {statIndex}");
}
}
private void UpdateModelName(string modelName)
{
if( m_ModelNameText != null )
{
m_ModelNameText.text = modelName;
}
}
}

11
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2
Assets/8_Scripts/3_Script/Howl Short Test.txt

@ -0,0 +1,2 @@
what sphinx of cement and aluminum bashed open their skulls and ate up their brains and imagination?
moloch

7
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2
Assets/ML-Agents/Timers/DreconDemo_timers.json

@ -1 +1 @@
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10
Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset

@ -451,13 +451,13 @@ MonoBehaviour:
m_Name: FMODStudioSettings m_Name: FMODStudioSettings
m_EditorClassIdentifier: m_EditorClassIdentifier:
switchSettingsMigration: 1 switchSettingsMigration: 1
HasSourceProject: 1 HasSourceProject: 0
HasPlatforms: 1 HasPlatforms: 0
sourceProjectPath: ../moloch/moloch.fspro sourceProjectPath: ../moloch/moloch.fspro
sourceBankPath: ../moloch/Build sourceBankPath: FMOD Banks/Desktop
sourceBankPathUnformatted: sourceBankPathUnformatted:
BankRefreshCooldown: 1 BankRefreshCooldown: 5
ShowBankRefreshWindow: 0 ShowBankRefreshWindow: 1
AutomaticEventLoading: 1 AutomaticEventLoading: 1
BankLoadType: 0 BankLoadType: 0
AutomaticSampleLoading: 0 AutomaticSampleLoading: 0

BIN
FMOD Banks/Desktop/Music.bank

Binary file not shown.

2
ProjectSettings/TagManager.asset

@ -22,7 +22,7 @@ TagManager:
- VFX - VFX
- Camera Ground - Camera Ground
- Actuations - Actuations
- - UI Stat
- -
- -
- -

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