private void FixedUpdate() { if (Vector3.Distance(_targetPosition, transform.position) < 0.1f) //super near target { RandomizeTargetPosition(); } transform.LookAt(_targetPosition); _unitControler.InputControl(0f, 1f); }
public override void AgentAction(float[] vectorAction, string textAction) { _timer += Time.fixedDeltaTime; float h = Mathf.Clamp(vectorAction[0], -1f, 1f); float v = Mathf.Clamp(vectorAction[1], -1f, 1f); if (float.IsNaN(h) || float.IsNaN(v)) { return; } _controler.InputControl(h, v); //assign awards //end reward NotFallOffTheEdge(); GetToGoal(); if (_deadFlag) { return; } //HealthControl(); //TurretsWithinRange(); //CurrentStatus(); TimeConstraint(); //NearByFriendlyUnits(); //DistanceToGoal(); IsWalkingToGoal(); IsFacingGoal(); _previousPos = _enemy.transform.position; _prevForward = _enemy.transform.forward; //Monitor.Log("reward", GetCumulativeReward(), _enemy.transform, Camera.main); }
private void FixedUpdate() { _playerControler.InputControl(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); }