void newEnnemies(int nb, Transform player)
    {
        ennemies = new Transform[nb];
        int spawn = 1;

        for (int i = 0; i < nb; i++)
        {
            ennemies[i] = Instantiate(tankPrefab, spawnPositions[spawn].position, spawnPositions[spawn].rotation) as Transform;
            TankAI ai = ennemies[i].gameObject.AddComponent <TankAI>();
            ai.setPlayer(player, ennemies);

            setupTank(ennemies[i], 0.9f, i + 3);
            spawn++;
            if (spawn >= spawnPositions.Length)
            {
                spawn = 1;
            }
        }
    }
Beispiel #2
0
    private void OnDisable()
    {
        if (m_CurrentTarget == null)
        {
            return;
        }
        switch (m_CurrentType)
        {
        case eMapPointType.FISH:
            FishAI fish = m_CurrentTarget.GetComponent <FishAI>();
            fish.OnSpawn -= ShowPoint;
            fish.OnDeath -= HidePoint;
            break;

        case eMapPointType.PATROL:
            PatrolAI patrol = m_CurrentTarget.GetComponent <PatrolAI>();
            patrol.OnSpawn -= ShowPoint;
            patrol.OnDeath -= HidePoint;
            break;

        case eMapPointType.FISHVARIANT:
            FishVariantAI fishVariant = m_CurrentTarget.GetComponent <FishVariantAI>();
            fishVariant.OnSpawn -= ShowPoint;
            fishVariant.OnDeath -= HidePoint;
            break;

        case eMapPointType.TANK:
            TankAI tank = m_CurrentTarget.GetComponent <TankAI>();
            tank.OnSpawn -= ShowPoint;
            tank.OnDeath -= HidePoint;
            break;
            //case eMapPointType.PLAYER:
            //    m_CurrentPlayer.OnSpawnBegin -= ShowPoint;
            //    m_CurrentPlayer.OnDeathBegin -= HidePoint;
            //    break;
        }
        UIPanelRadar.Instance.UpdatePoint -= UpdatePosition;
    }
Beispiel #3
0
    public void Setup()
    {
        m_Movement = m_Instance.GetComponent <TankMovement>();
        m_Shooting = m_Instance.GetComponent <TankShooting>();
        m_Health   = m_Instance.GetComponent <TankHealth>();
        m_Radar    = m_Instance.GetComponent <TankRadar>();
        m_TankAI   = m_Instance.GetComponent <TankAI>();


        m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject;

        m_Movement.m_PlayerNumber = m_PlayerNumber;
        m_Shooting.m_PlayerNumber = m_PlayerNumber;

        m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>";

        MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>();

        for (int i = 0; i < renderers.Length; i++)
        {
            renderers[i].material.color = m_PlayerColor;
        }
    }
Beispiel #4
0
    public void Init(GameObject target, eMapPointType type)
    {
        m_CurrentTarget = target;
        m_CurrentType   = type;
        m_Image         = this.GetComponent <Image>();
        m_Color         = m_Image.color;
        FindRadarCenter();
        CalculatePosition();
        switch (m_CurrentType)
        {
        case eMapPointType.FISH:
            FishAI fish = target.GetComponent <FishAI>();
            fish.OnSpawn += ShowPoint;
            fish.OnDeath += HidePoint;
            break;

        case eMapPointType.PATROL:
            PatrolAI patrol = target.GetComponent <PatrolAI>();
            patrol.OnSpawn += ShowPoint;
            patrol.OnDeath += HidePoint;
            break;

        case eMapPointType.FISHVARIANT:
            FishVariantAI fishVariant = target.GetComponent <FishVariantAI>();
            fishVariant.OnSpawn += ShowPoint;
            fishVariant.OnDeath += HidePoint;
            break;

        case eMapPointType.TANK:
            TankAI tank = target.GetComponent <TankAI>();
            tank.OnSpawn += ShowPoint;
            tank.OnDeath += HidePoint;
            break;
        }
        UIPanelRadar.Instance.UpdatePoint += UpdatePosition;
    }
    void createLevel(float difficulty)
    {
        paramsDiff currentDiff;

        currentDiff.nbEnnemies      = Mathf.RoundToInt(Mathf.Lerp((float)easyDiff.nbEnnemies, (float)hardDiff.nbEnnemies, difficulty));
        currentDiff.speedTurn       = Mathf.Lerp(easyDiff.speedTurn, hardDiff.speedTurn, difficulty);
        currentDiff.speedMove       = Mathf.Lerp(easyDiff.speedMove, hardDiff.speedMove, difficulty);
        currentDiff.timeBetweenShot = Mathf.Lerp(easyDiff.timeBetweenShot, hardDiff.timeBetweenShot, difficulty);
        currentDiff.precision       = Mathf.Lerp(easyDiff.precision, hardDiff.precision, difficulty);

        spawnEverybody(currentDiff.nbEnnemies);
        for (int i = 0; i < ennemies.Length; i++)
        {
            TankAI ai = ennemies[i].GetComponent <TankAI>();
            ai.timeBetweenShot = currentDiff.timeBetweenShot;
            ai.speedTurn       = currentDiff.speedTurn;
            ai.speedMove       = currentDiff.speedMove;
            ai.precision       = currentDiff.precision;
        }

        waitingForNewLevel = false;

        updateScoreLabel();
    }
Beispiel #6
0
 private void Awake()
 {
     m_TankAI          = GetComponent <TankAI>();
     m_LastShootAction = Time.realtimeSinceStartup;
 }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        TankAI tankAI = animator.gameObject.GetComponent <TankAI>();

        tankAI.SetNextPoint();
    }
Beispiel #8
0
 public void SetAI(TankAI ai)
 {
     tankAI = ai;
 }
Beispiel #9
0
 // Start is called before the first frame update
 void Start()
 {
     tankai = GetComponent<TankAI>();
 }
Beispiel #10
0
 void Start()
 {
     tankAI = gameObject.GetComponentInParent<TankAI>();
     rb = gameObject.GetComponentInParent<Rigidbody2D> ();
 }
Beispiel #11
0
 // Use this for initialization
 void Start()
 {
     tankAI  = gameObject.GetComponentInParent<TankAI>();
 }
 private void Awake()
 {
     m_Tank = GetComponent <TankAI>();
 }
Beispiel #13
0
    void Init()
    {
        if (Generation == 0)
        {
            for (int tki = 0; tki < TankAmount; tki++)
            {
                GameObject tk   = Instantiate(TankPrefab, new Vector3(Random.Range(-field, field), 0, Random.Range(-field, field)), Quaternion.Euler(new Vector3(0, Random.Range(-180, 180), 0)));
                TankAI     tkai = tk.GetComponent <TankAI>();

                for (int i = 0; i < MyMath.InNode; i++)
                {
                    for (int j = 0; j < MyMath.HideNode; j++)
                    {
                        tkai.InMatrix.matrix[i, j] = Random.Range(-1f, 1f);
                    }
                }

                for (int i = 0; i < MyMath.HideNode; i++)
                {
                    tkai.InMatrix.Bias[i] = Random.Range(-1f, 1f);
                }

                for (int i = 0; i < MyMath.HideNode; i++)
                {
                    for (int j = 0; j < MyMath.OutNode; j++)
                    {
                        tkai.OutMatrix.matrix[i, j] = Random.Range(-1f, 1f);
                    }
                }

                for (int i = 0; i < MyMath.OutNode; i++)
                {
                    tkai.Bias[i] = Random.Range(-1f, 1f);
                }
            }
            AIdatas = new List <AIData>();
            Generation++;
        }

        else
        {
            GameObject[] lst = GameObject.FindGameObjectsWithTag("Tank");
            foreach (GameObject obj in lst)
            {
                obj.GetComponent <TankAI>().Die();
            }

            AIdatas.Sort(new AIData.AiDataComparer());

            /*防止死循环*/
            //int min = 10000;
            for (int i = 0; i < AIdatas.Count; i++)
            {
                if (AIdatas[i].score <= 0)
                {
                    AIdatas[i].score = 1;
                }
            }

            /*if(min<0)
             * {
             *  for (int i = 0; i < AIdatas.Count; i++)
             *  {
             *      AIdatas[i].score += -min;
             *  }
             * }*/


            List <AIData> datalist = new List <AIData>();

            int tki;


            if (TankAmount > 30)
            {
                datalist.Add(AIdatas[0]);
                datalist.Add(AIdatas[0]);
                datalist.Add(AIdatas[0]);
                datalist.Add(AIdatas[1]);
                datalist.Add(AIdatas[1]);
                datalist.Add(AIdatas[1]);
                datalist.Add(AIdatas[2]);
                datalist.Add(AIdatas[2]);
                datalist.Add(AIdatas[3]);
                datalist.Add(AIdatas[3]);

                for (tki = 4; tki < TankAmount / 4; tki++)
                {
                    datalist.Add(AIdatas[tki]);
                }
            }
            else if (TankAmount > 20)
            {
                datalist.Add(AIdatas[0]);
                datalist.Add(AIdatas[0]);
                datalist.Add(AIdatas[0]);
                datalist.Add(AIdatas[1]);
                datalist.Add(AIdatas[1]);

                for (tki = 2; tki < TankAmount / 4; tki++)
                {
                    datalist.Add(AIdatas[tki]);
                }
            }
            else
            {
                for (tki = 0; tki < TankAmount / 4; tki++)
                {
                    datalist.Add(AIdatas[tki]);
                }
            }

            for (; tki < TankAmount; tki++)
            {
                int rb  = Random.Range(0, MyMath.OutNode);
                int ran = rb * MyMath.HideNode + Random.Range(0, MyMath.HideNode);
                int hb  = Random.Range(0, MyMath.HideNode);

                int t1 = Random.Range(0, 200);
                int t2 = Random.Range(0, 200);

                AIData AI1, AI2;

                MyMath.MatrixInToHide  InMatrix  = new MyMath.MatrixInToHide();
                MyMath.MatrixHideToOut OutMatrix = new MyMath.MatrixHideToOut();
                float[] Bias = new float[MyMath.OutNode];


                int wheel = 0;

                for (int i = 0; ; i %= TankAmount)
                {
                    wheel += AIdatas[i].score;
                    if (wheel >= t1 && i <= TankAmount)
                    {
                        AI1 = AIdatas[i];
                        break;
                    }
                    i++;
                }
                for (int i = 0; ; i %= TankAmount)
                {
                    wheel += AIdatas[i].score;
                    if (wheel >= t2 && i <= TankAmount)
                    {
                        AI2 = AIdatas[i];
                        break;
                    }
                    i++;
                }
                /* 杂交 */
                /*InMatrix*/
                for (int i = 0; i < MyMath.InNode; i++)
                {
                    for (int j = 0; j < MyMath.HideNode; j++)
                    {
                        if ((i * MyMath.HideNode + j) < ran)
                        {
                            InMatrix.matrix[i, j] = AI1.InMatrix.matrix[i, j];
                        }
                        else
                        {
                            InMatrix.matrix[i, j] = AI2.InMatrix.matrix[i, j];
                        }
                        //突变
                        if (Random.Range(0, 1f) < mutationRate / 4)
                        {
                            InMatrix.matrix[i, j] += Random.Range(-mutationField * 16 < 1 ? -mutationField * 16 : 1, mutationField * 16 < 1 ? -mutationField * 16 : 1);
                        }

                        if (Random.Range(0, 1f) < mutationRate / 2)
                        {
                            InMatrix.matrix[i, j] += Random.Range(-mutationField * 4, mutationField * 4);
                        }

                        if (Random.Range(0, 1f) < mutationRate)
                        {
                            InMatrix.matrix[i, j] += Random.Range(-mutationField, mutationField);
                        }

                        if (Random.Range(0, 1f) < mutationRate * 2)
                        {
                            InMatrix.matrix[i, j] += Random.Range(-mutationField / 4, mutationField / 4);
                        }
                    }
                }
                /*OutMatrix*/
                for (int i = 0; i < MyMath.OutNode; i++)
                {
                    for (int j = 0; j < MyMath.HideNode; j++)
                    {
                        if ((i * MyMath.HideNode + j) < ran)
                        {
                            OutMatrix.matrix[j, i] = AI1.OutMatrix.matrix[j, i];
                        }
                        else
                        {
                            OutMatrix.matrix[j, i] = AI2.OutMatrix.matrix[j, i];
                        }
                        //突变
                        if (Random.Range(0, 1f) < mutationRate / 4)
                        {
                            OutMatrix.matrix[j, i] += Random.Range(-mutationField * 16 < 1 ? -mutationField * 16 : 1, mutationField * 16 < 1 ? -mutationField * 16 : 1);
                        }
                        if (Random.Range(0, 1f) < mutationRate / 2)
                        {
                            OutMatrix.matrix[j, i] += Random.Range(-mutationField * 4, mutationField * 4);
                        }
                        if (Random.Range(0, 1f) < mutationRate)
                        {
                            OutMatrix.matrix[j, i] += Random.Range(-mutationField, mutationField);
                        }
                        if (Random.Range(0, 1f) < mutationRate * 2)
                        {
                            OutMatrix.matrix[j, i] += Random.Range(-mutationField / 4, mutationField / 4);
                        }
                    }
                }

                /*Hide Bias*/
                for (int i = 0; i < MyMath.HideNode; i++)
                {
                    /*if (i < hb) InMatrix.Bias[i] = AI1.InMatrix.Bias[i];
                     * else InMatrix.Bias[i] = AI2.InMatrix.Bias[i];*/

                    if (i == hb)
                    {
                        InMatrix.Bias[i] = AI2.InMatrix.Bias[i];
                    }
                    else
                    {
                        InMatrix.Bias[i] = AI1.InMatrix.Bias[i];
                    }

                    if (Random.Range(0, 1f) < mutationRate / 2)
                    {
                        InMatrix.Bias[i] += Random.Range(-mutationField * 2, mutationField * 2);
                    }
                    if (Random.Range(0, 1f) < mutationRate)
                    {
                        InMatrix.Bias[i] += Random.Range(-mutationField, mutationField);
                    }
                    if (Random.Range(0, 1f) < mutationRate * 2)
                    {
                        InMatrix.Bias[i] += Random.Range(-mutationField / 4, mutationField / 4);
                    }
                }
                /*Out Bias*/
                for (int i = 0; i < MyMath.OutNode; i++)
                {
                    /*if (i < rb) Bias[i] = AI1.Bias[i];
                     * else Bias[i] = AI2.Bias[i];*/

                    if (i == rb)
                    {
                        Bias[i] = AI2.Bias[i];
                    }
                    else
                    {
                        Bias[i] = AI1.Bias[i];
                    }

                    if (Random.Range(0, 1f) < mutationRate / 2)
                    {
                        Bias[i] += Random.Range(-mutationField * 2, mutationField * 2);
                    }
                    if (Random.Range(0, 1f) < mutationRate)
                    {
                        Bias[i] += Random.Range(-mutationField, mutationField);
                    }
                    if (Random.Range(0, 1f) < mutationRate * 2)
                    {
                        Bias[i] += Random.Range(-mutationField / 4, mutationField / 4);
                    }
                }
                /* 只突变 交换1位 */

                /*for (int i = 0; i < 3; i++)
                 * {
                 *  for (int j = 0; j < 9; j++)
                 *  {
                 *      if (i == rb)
                 *      {
                 *          m49.matrix[i, j] = AI2.InMatrix.matrix[i, j];
                 *          m93.matrix[j, i] = AI2.OutMatrix.matrix[j, i];
                 *
                 *      }
                 *      else
                 *      {
                 *          m49.matrix[i, j] = AI1.InMatrix.matrix[i, j];
                 *          m93.matrix[j, i] = AI1.OutMatrix.matrix[j, i];
                 *      }
                 *      if (Random.Range(0, 1f) < mutationRate)
                 *      {
                 *          m49.matrix[i, j] += Random.Range(-mutationField, mutationField);
                 *      }
                 *      if (Random.Range(0, 1f) < mutationRate)
                 *      {
                 *          m93.matrix[j, i] += Random.Range(-mutationField, mutationField);
                 *      }
                 *  }
                 *  if (i == rb) Bias[i] = AI2.Bias[i];
                 *  else Bias[i] = AI1.Bias[i];
                 *  if (Random.Range(0, 1f) < mutationRate)
                 *  {
                 *      Bias[i] += Random.Range(-mutationField, mutationField);
                 *  }
                 * }*/

                datalist.Add(new AIData(0, InMatrix, OutMatrix, Bias));
            }

            for (tki = 0; tki < TankAmount; tki++)
            {
                GameObject tk   = Instantiate(TankPrefab, new Vector3(Random.Range(-field, field), 0, Random.Range(-field, field)), Quaternion.Euler(new Vector3(0, Random.Range(-180, 180), 0)));
                TankAI     tkai = tk.GetComponent <TankAI>();
                {
                    tkai.InMatrix  = datalist[tki].InMatrix;
                    tkai.OutMatrix = datalist[tki].OutMatrix;
                    tkai.Bias      = datalist[tki].Bias;
                }
            }
            AIdatas.Clear();
            Generation++;
        }
    }