Пример #1
0
    private void HandleInput(Vector2 aimDirection)
    {
        if (Input.GetMouseButton(0))
        //if (index == 0)
        // if (!ropeAttached) // testing neural net
        {
            // if (index != 0)
            //     return;
            //aimAngle = (0.52f + 0.88f * outputs[index]) * Mathf.Rad2Deg; // neural net
            //aimDirection = Quaternion.Euler(0, 0, aimAngle) * Vector2.right; // neural net
            if (aimAngle < .52 || aimAngle > 1.4)
            {
                return;                                   // setting the range for aiming angle, non neural net
            }
            //if (aimAngle < 30 || aimAngle > 80) return; // setting the range for aiming angle, neural net
            if (ropeAttached)
            {
                return;               // Prevent creating a new rope when already swinging
            }
            if (!gameStarted)
            {
                return;               // Preventing creating rope when game hasn't started
            }
            ropeRenderer.enabled = true;
            var hit = Physics2D.Raycast(playerPosition, aimDirection, ropeMaxCastDistance, ropeLayerMask);
            if (hit.collider != null) // if the rope hits a valid target
            {
                ropeAttached = true;
                if (!ropePositions.Contains(hit.point))
                {
                    if (!playerMovement.groundCheck)
                    {
                        character.velocity = new Vector2(character.velocity.x, character.velocity.y * 0.25f);  // speed up the swing and slowdown freefall to prevent the rope from stretching too much
                        ropeJoint.distance = Vector2.Distance(playerPosition, hit.point);
                    }
                    else
                    {
                        ropeJoint.distance        = Vector2.Distance(playerPosition, hit.point) - 0.1f; // lift the character from the ground to swing
                        playerMovement.groundPull = true;
                    }
                    //Debug.Log("ropeattached");
                    ropePositions.Add(hit.point);
                    ropeJoint.enabled                    = true;
                    ropeHingeAnchorSprite.enabled        = true;
                    ropeHingeAnchorRb.transform.position = hit.point;
                }
            }
            else
            {
                ropeRenderer.enabled = false;
                ropeAttached         = false;
            }
            float   aimOutput     = (aimAngle - 0.52f) / 0.88f;
            float[] correctOutput = { aimOutput, 0f, 0f, 0f };
            network.Train(correctOutput);
            // correctOutputs.Add(aimOutput);
        }

        else if (Input.GetMouseButton(1)) // non neural net
        //else if (index == 1) // neural net
        {
            ResetRope(); //  right click to disable the rope
            float[] correctOutput = { 0f, 1f, 0f, 0f };
            //correctOutputs.Add(1f);
            network.Train(correctOutput);
        }
        else if (Input.GetKeyDown("space"))
        //else if (index == 3) // neural net
        {
            TurnOnShield();
            float[] correctOutput = { 0f, 0f, 0f, 1f };
            //correctOutputs.Add(3f);
            network.Train(correctOutput);
        }
        else
        {
            float[] correctOutput = { 0f, 0f, 1f, 0f };
            //correctOutputs.Add(2f);
            network.Train(correctOutput);
        }
    }