ppo-Pyramids-Training
/
Project
/Assets
/ML-Agents
/Examples
/SharedAssets
/Scripts
/CollisionCallbacks.cs
using UnityEngine; | |
using UnityEngine.Events; | |
namespace Unity.MLAgentsExamples | |
{ | |
/// <summary> | |
/// Utility class to allow target placement and collision detection with an agent | |
/// Add this script to the target you want the agent to touch. | |
/// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect' | |
/// </summary> | |
public class CollisionCallbacks : MonoBehaviour | |
{ | |
// [System.Serializable] public class BoolEvent : UnityEvent<bool> { } | |
// [SerializeField] BoolEvent boolEvent = new BoolEvent(); | |
// public void OnBoolEvent(bool value) | |
// { | |
// Debug.Log($"OnBoolEvent {value}"); | |
// } | |
[ | ]|
public string tagToDetect = "agent"; //collider tag to detect | |
// [Header("Target Placement")] | |
// public float spawnRadius; //The radius in which a target can be randomly spawned. | |
// public bool respawnIfTouched; //Should the target respawn to a different position when touched | |
// | |
// [Header("Target Fell Protection")] | |
// public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position. | |
// public float fallDistance = 5; //distance below the starting height that will trigger a respawn | |
// | |
// | |
// private Vector3 m_startingPos; //the starting position of the target | |
// private Agent m_agentTouching; //the agent currently touching the target | |
[ | ]|
// public class TriggerEvent : UnityEvent<string> | |
public class TriggerEvent : UnityEvent<Collider> | |
{ | |
} | |
[ | ]|
public TriggerEvent onTriggerEnterEvent = new TriggerEvent(); | |
public TriggerEvent onTriggerStayEvent = new TriggerEvent(); | |
public TriggerEvent onTriggerExitEvent = new TriggerEvent(); | |
[ | ]|
public class CollisionEvent : UnityEvent<Collision, Transform> | |
{ | |
} | |
[ | ]|
public CollisionEvent onCollisionEnterEvent = new CollisionEvent(); | |
public CollisionEvent onCollisionStayEvent = new CollisionEvent(); | |
public CollisionEvent onCollisionExitEvent = new CollisionEvent(); | |
// // Start is called before the first frame update | |
// void OnEnable() | |
// { | |
// m_startingPos = transform.position; | |
// if (respawnIfTouched) | |
// { | |
// MoveTargetToRandomPosition(); | |
// } | |
// } | |
// void Update() | |
// { | |
// if (respawnIfFallsOffPlatform) | |
// { | |
// if (transform.position.y < m_startingPos.y - fallDistance) | |
// { | |
// Debug.Log($"{transform.name} Fell Off Platform"); | |
// MoveTargetToRandomPosition(); | |
// } | |
// } | |
// } | |
// /// <summary> | |
// /// Moves target to a random position within specified radius. | |
// /// </summary> | |
// public void MoveTargetToRandomPosition() | |
// { | |
// var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius); | |
// newTargetPos.y = m_startingPos.y; | |
// transform.position = newTargetPos; | |
// } | |
private void OnCollisionEnter(Collision col) | |
{ | |
if (col.transform.CompareTag(tagToDetect)) | |
{ | |
onCollisionEnterEvent.Invoke(col, transform); | |
// if (respawnIfTouched) | |
// { | |
// MoveTargetToRandomPosition(); | |
// } | |
} | |
} | |
private void OnCollisionStay(Collision col) | |
{ | |
if (col.transform.CompareTag(tagToDetect)) | |
{ | |
onCollisionStayEvent.Invoke(col, transform); | |
} | |
} | |
private void OnCollisionExit(Collision col) | |
{ | |
if (col.transform.CompareTag(tagToDetect)) | |
{ | |
onCollisionExitEvent.Invoke(col, transform); | |
} | |
} | |
private void OnTriggerEnter(Collider col) | |
{ | |
if (col.CompareTag(tagToDetect)) | |
{ | |
onTriggerEnterEvent.Invoke(col); | |
} | |
} | |
private void OnTriggerStay(Collider col) | |
{ | |
if (col.CompareTag(tagToDetect)) | |
{ | |
onTriggerStayEvent.Invoke(col); | |
} | |
} | |
private void OnTriggerExit(Collider col) | |
{ | |
if (col.CompareTag(tagToDetect)) | |
{ | |
onTriggerExitEvent.Invoke(col); | |
} | |
} | |
} | |
} | |