private void Die()
 {
     //Instantiate(playerExplosion, transform.position, transform.rotation);
     //Debug.Log("Player has died");
     //FindObjectOfType<LevelController>().LoadGameOver(); // when player dies, the game over screen is loaded
     //Destroy(gameObject);
     agent.SetReward(-1f);
     agent.EndEpisode();
 }
Beispiel #2
0
 private void Die()
 {
     Debug.Log("Enemy has died");
     //FindObjectOfType<LevelController>().LoadWinGame();
     agent.SetReward(1.0f);
     agent.EndEpisode();
     Destroy(gameObject);
     //Instantiate(explosion, transform.position, transform.rotation);
 }
Beispiel #3
0
    private void CheckForWinner()
    {
        _availableSlots--;

        GetBoardState();

        if (_availableSlots > 0 && _boardState == BoardState.Draw)
        {
            ChangeTurn();
            return;
        }

        // Reward 1, and -1 for winner and loser respectively
        if (_boardState == BoardState.X)
        {
            player1.SetReward(1f);
            player2.SetReward(-1f);
        }
        else if (_boardState == BoardState.O)
        {
            player1.SetReward(-1f);
            player2.SetReward(1f);
        }
        // Reward the 2nd player in case it is a draw and penalize the 1st player
        else if (_boardState == BoardState.Draw)
        {
            if (slotsO > slotsX)
            {
                player1.SetReward(.25f);
                player2.SetReward(-.25f);
            }
            else
            {
                player1.SetReward(-.25f);
                player2.SetReward(.25f);
            }
        }

        player1.EndEpisode();
        player2.EndEpisode();

        if (!AIOnly)
        {
            MatchFinished();
            return;
        }

        ResetBoard();
    }
        // Fixed update is called in sync with physics
        private void FixedUpdate()
        {
            // read inputs

            // Create a parent gameObject that is the Agent.
            // Move these into the Agent's Heuristic().
            // Create a public variable for forward and sideways in this script
            // Reference it in the Agent script: userControl = GetComponentInChildren<ThirdPersonUserControl>();
            // And set the vaule of it in OnActionReceived() {
            // userControl.verticalInput = vectorAction[0];
            // userControl.horizontalInput = vectorAction[1]; }
            //
            //

            float h      = horizontalInput;
            float v      = verticalInput;
            bool  crouch = Input.GetKey(KeyCode.C);

            // calculate move direction to pass to character
            if (m_Cam != null)
            {
                // calculate camera relative direction to move:
                m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
                m_Move       = v * m_CamForward + h * m_Cam.right;
            }
            else
            {
                // we use world-relative directions in the case of no main camera
                m_Move = v * Vector3.forward + h * Vector3.right;
            }
#if !MOBILE_INPUT
            // walk speed multiplier
            if (Input.GetKey(KeyCode.LeftShift))
            {
                m_Move *= 0.5f;
            }
#endif

            // pass all parameters to the character control script
            m_Character.Move(m_Move, crouch, m_Jump);
            m_Jump = false;

            if (transform.position.y < -5)
            {
                playerAgent.EndEpisode();
            }
        }