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using UnityEngine; using System.Collections; public class CFX2_AutoRotate : MonoBehaviour { public Vector3 speed = new Vector3(0,40f,0); void Update () { transform.Rotate(speed * Time.deltaTime); } }
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Cartoon FX/Alpha Blended Tint" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float3 normal : TEXCOORD3; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.normal = v.normal; return o; } sampler2D _CameraDepthTexture; fixed4 frag (v2f i) : COLOR { return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord).a; } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { constantColor [_TintColor] combine constant * primary } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } // ---- Single texture cards (does not do color tint) SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } }
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // WarFX Shader // (c) 2012 Jean Moreno Shader "WFX/Scroll/Multiply Soft Tint" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Texture", 2D) = "white" {} _ScrollSpeed ("Scroll Speed", Float) = 2.0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend DstColor SrcColor Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct vdata { float4 vertex : POSITION; half2 texcoord : TEXCOORD0; // float3 normal : NORMAL; // float4 texcoord : TEXCOORD0; // float4 texcoord1 : TEXCOORD1; fixed4 color : COLOR; }; fixed4 _TintColor; sampler2D _MainTex; float _ScrollSpeed; v2f vert (vdata v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.color = v.color; o.texcoord = v.texcoord; return o; } fixed4 frag (v2f i) : COLOR0 { float mask = tex2D(_MainTex, i.texcoord).a * i.color.a; i.texcoord.y -= fmod(_Time*_ScrollSpeed,1); fixed4 tex = tex2D(_MainTex, i.texcoord); tex.rgb *= i.color.rgb * _TintColor.rgb; tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, mask); return tex; } ENDCG } } }
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## What & Why XLua's currently built-in extension libraries: * LuaJIT support for 64-bit integers; * Positioning tool for function call times and memory leaks; * LuaSocket library for supporting ZeroBraneStudio; * tdr 4 lua; With the increasing extensiveness and intensiveness of project use, the current extension libraries have been unable to meet the project team needs. Since various projects require very different extension libraries, and since mobile phone platforms are sensitive to the size of the installation package, xLua is unable to meet these needs through pre-integration. That is why we are offering this tutorial. In this tutorial, we will use lua-rapidjson as an example to explain step by step how to add C/C++ extensions to xLua. Once you know how to add them, you will also know how to delete them naturally. The project team can delete those pre-integrated extensions if they are not used any more. ## How it is done There are three steps: 1. Modify the build file and project settings. Compile the extensions you want to integrate into the XLua Plugin directory. 2. Call the C# APIs on xLua so that the extensions can be loaded as needed (when required in the Lua code). 3. (Optional) If you need to use 64-bit integers in your extensions, you can use xLua's 64-bit extension library to work with C#. ### First, add extensions & compile. Preparations 1. Extract the xLua’s C source code package to the same level directory as the Assets of your Unity project. Download the lua-rapidjson code and place it anywhere you like. In this tutorial, we place the rapidjson header file in the $UnityProj\build\lua-rapidjson\include directory, and place the extended source code rapidjson.cpp in the $UnityProj\build\lua-rapidjson\source directory (Note: $UnityProj refers to your project directory). 2. Add extensions to CMakeLists.txt xLua’s platform Plugins are compiled using CMake. The advantage of this is that the compilations of all platforms are written in a makefile, and most compilation processing logic is cross-platform. XLua's CMakeLists.txt provides extension points (all lists) for third-party extensions: 1. THIRDPART_INC: Third-party extension header search path. 2. THIRDPART_SRC: Third-party extended source code. 3. THIRDPART_LIB: The library on which third-party extensions rely. The following is added with RapidJSON: #begin lua-rapidjson set (RAPIDJSON_SRC lua-rapidjson/source/rapidjson.cpp) set_property( SOURCE ${RAPIDJSON_SRC} APPEND PROPERTY COMPILE_DEFINITIONS LUA_LIB ) list(APPEND THIRDPART_INC lua-rapidjson/include) set (THIRDPART_SRC ${THIRDPART_SRC} ${RAPIDJSON_SRC}) #end lua-rapidjson See the attachment for the complete code. 3. Compile platforms All compiled scripts are named with this format: make_platform_lua version.extension name. For example, the name of the Windows 64-bit Lua 5.3 version is make_win64_lua53.bat, and the name of the Android LuaJIT version is make_android_luajit.sh. you can execute the corresponding script to compile the target version. The compiled scripts are automatically copied to the plugin_lua53 or plugin_luajit directory. The former is for Lua 5.3 and the latter for LuaJIT. The supporting Android script is used on Linux. The NDK path at the beginning of the script must be modified accordingly. ### Second, C# side integration: Each C extension library on Lua will provide a function, luaopen_xxx, where xxx is the name of the dynamic library. For example, the function for the Lua-RapidJSON library is luaopen_rapidjson. Such functions are automatically called by the Lua virtual machine when loading the dynamic library. In the mobile platform, we cannot load the dynamic library due to iOS restrictions. They are compiled directly into the process instead. For this purpose, xLua provides an API to replace this feature (LuaEnv's member methods): public void AddBuildin(string name, LuaCSFunction initer) Parameters: Name: name of the buildin module, a parameter entered during require; initer: the initialization function; Its prototype is public delegate int lua_CSFunction(IntPtr L); This must be a static function and be modified with the property MonoPInvokeCallbackProperty; This API will check these two conditions. We use calling luaopen_rapidjson to show how to use it. Extend the LuaDLL.Lua type, export luaopen_rapidjson to C# via pinvoke, and then write a static function that satisfies the definition of lua_CSFunction. You can write initialization work in it, such as calling luaopen_rapidjson. Here is the complete code: namespace LuaDLL { public partial class Lua { [DllImport(LUADLL, CallingConvention = CallingConvention.Cdecl)] public static extern int luaopen_rapidjson(System.IntPtr L); [MonoPInvokeCallback(typeof(LuaDLL.lua_CSFunction))] public static int LoadRapidJson(System.IntPtr L) { return luaopen_rapidjson(L); } } } Then call AddBuildin: luaenv.AddBuildin("rapidjson", LuaDLL.Lua.LoadRapidJson); After this, it should work properly. Try the extension in the Lua code: local rapidjson = require('rapidjson') local t = rapidjson.decode('{"a":123}') print(t.a) t.a = 456 local s = rapidjson.encode(t) print('json', s) ### Third, 64-bit transformation Include the i64lib.h file in a file that requires a 64-bit transformation. The header file include these APIs: //Place an int64 on stack/uint64 void lua_pushint64(lua_State* L, int64_t n); void lua_pushuint64(lua_State* L, uint64_t n); //Judge whether int64 is at the pos position on stack/uint64 int lua_isint64(lua_State* L, int pos); int lua_isuint64(lua_State* L, int pos); //Get an int64 from the pos position on stack/uint64 int64_t lua_toint64(lua_State* L, int pos); uint64_t lua_touint64(lua_State* L, int pos); The usage of these APIs varies depending on the actual situation. See the attached file (rapidjson.cpp file). Compile project related modifications
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// // CommonConfigModel.h // AntiAddictionService // // Created by jessy on 2021/9/22. // Copyright © 2021 JiangJiahao. All rights reserved. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN @interface CommonConfigModel : NSObject + (instancetype)sharedInstance; @property (nonatomic,strong) NSArray *auth_identify_words; @property (nonatomic,strong) NSDictionary * ui_config; @property (nonatomic,strong) NSString *unKnowTitle; @property (nonatomic,strong) NSString *unKnowDesc; @property (nonatomic,strong) NSString *name; // 实名是否有记录 /public-department/v1/clients/{clientId}/users/{userId}/real-name 接口返回 @property (nonatomic,assign) BOOL hasAuthRecord; @end NS_ASSUME_NONNULL_END
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using System; using System.IO; using System.Globalization; using System.Threading.Tasks; using System.Collections.Generic; using UnityEngine; using LC.Newtonsoft.Json; using TapTap.AntiAddiction.Model; using TapTap.Common; namespace TapTap.AntiAddiction.Internal { internal static class Config { static readonly string CONFIG_SDK_PATH = "Config/anti-addiction"; internal static readonly string ANTI_ADDICTION_DIR = "tap-anti-addiction"; static readonly string CONFIG_FILENAME = "config"; static readonly string UPLOAD_USER_ACTION = "1"; static readonly int USEABLE_HEALTH_REMINDER_INDEX = 1; static readonly int MINOR_UNPLAYABLE_HEALTH_REMINDER_INDEX = 5; static readonly int MINOR_PLAYABLE_HEALTH_REMINDER_INDEX = 7; static readonly int CHINA_IDENTIFY_INPUT_TIP_INDEX = 3; static readonly int CHINA_IDENTIFY_INPUT_BLOCK_TIP_INDEX = 4; static readonly int CHINA_IDENTIFY_INPUT_FORMAT_ERROR_TIP_INDEX = 5; private const string TIME_FROMAT = "HH:mm"; internal static readonly Persistence persistence = new Persistence(Path.Combine(Application.persistentDataPath, ANTI_ADDICTION_DIR, CONFIG_FILENAME)); static AntiAddictionConfigResult current; static Dictionary<int, HealthReminderTip> healthReminderTips; static Dictionary<int, PayLimitTip> payLimitTips; static Dictionary<int, AuthIdentifyTip> authIdentifyTips; internal static string healthPayTipButtonText; internal static AntiAddictionConfigResult Current { get => current; private set => current = value; } internal static async Task Fetch() { // 从服务端加载 try { Current = await Network.FetchConfig(); if (IsValid()) { await persistence.Save(Current); return; } else { LoadFromBuiltin(); } } catch (Exception e) { TapLogger.Error(e); } // 从设备加载 try { Current = await persistence.Load<AntiAddictionConfigResult>(); if (Current != null) return; } catch (Exception e) { TapLogger.Error(e); } LoadFromBuiltin(); } private static void LoadFromBuiltin() { // 从 SDK 中加载 try { TextAsset textAsset = Resources.Load(CONFIG_SDK_PATH) as TextAsset; if (textAsset != null) Current = JsonConvert.DeserializeObject<AntiAddictionConfigResult>(textAsset.text); } catch (Exception e) { TapLogger.Error(e); } } private static bool IsValid() { if (current == null) return false; if (current.UIConfig == null) return false; return true; } internal static void OnFetched() { if (current == null) return; // 梳理数据,方便查找 healthPayTipButtonText = current.UIConfig?.PaymentInfo?.buttonConfirm; healthReminderTips = new Dictionary<int, HealthReminderTip>(); if (current.UIConfig?.HealthReminderTips != null) { foreach (HealthReminderTips tips in current.UIConfig.HealthReminderTips) { if (tips.AccountType == USEABLE_HEALTH_REMINDER_INDEX) { foreach (HealthReminderTip tip in tips.Tips) { healthReminderTips.Add(tip.Type, tip); } } } } payLimitTips = new Dictionary<int, PayLimitTip>(); if (current.UIConfig?.PayLimitTips != null) { foreach (PayLimitTip tip in current.UIConfig.PayLimitTips) { payLimitTips.Add(tip.AccountType, tip); } } authIdentifyTips = new Dictionary<int, AuthIdentifyTip>(); if (current.UIConfig?.AuthIdentifyTips != null) { foreach (var tip in current.UIConfig.AuthIdentifyTips) { authIdentifyTips.Add(tip.AuthIdentifyType, tip); } } } internal static bool NeedUploadUserAction => Current?.UploadUserAction == UPLOAD_USER_ACTION; internal static HealthReminderTip GetMinorUnplayableHealthReminderTip() { if (healthReminderTips.TryGetValue(MINOR_UNPLAYABLE_HEALTH_REMINDER_INDEX, out HealthReminderTip tip)) { return tip; } return null; } internal static HealthReminderTip GetMinorUnplayableHealthReminderTipVietnam() { var healthInfo = Current.UIConfig.HealthReminderVietnam; if (healthInfo != null) { return new HealthReminderTip { Type = 1, Title = healthInfo.title, Content = healthInfo.description, }; } return null; } internal static AuthIdentifyTip GetInputIdentifyTip() { if (authIdentifyTips.TryGetValue(CHINA_IDENTIFY_INPUT_TIP_INDEX, out AuthIdentifyTip tip)) { return tip; } return null; } internal static AuthIdentifyTip GetInputIdentifyFormatErrorTip() { if (authIdentifyTips.TryGetValue(CHINA_IDENTIFY_INPUT_FORMAT_ERROR_TIP_INDEX, out AuthIdentifyTip tip)) { return tip; } return null; } /// <summary> /// 认证中提示(因为中宣部认证无响应) /// </summary> /// <returns></returns> internal static AuthIdentifyTip GetInputIdentifyBlockingTip() { if (authIdentifyTips.TryGetValue(CHINA_IDENTIFY_INPUT_BLOCK_TIP_INDEX, out AuthIdentifyTip tip)) { return tip; } return null; } internal static HealthReminderTip GetMinorPlayableHealthReminderTip() { if (healthReminderTips.TryGetValue(MINOR_PLAYABLE_HEALTH_REMINDER_INDEX, out HealthReminderTip tip)) { return tip; } return null; } internal static DateTimeOffset StrictStartTime => DateTimeOffset.ParseExact(current.ChildProtectedConfig.NightStrictStart, TIME_FROMAT, CultureInfo.InvariantCulture); internal static DateTimeOffset StrictEndTime => DateTimeOffset.ParseExact(current.ChildProtectedConfig.NightStrictEnd, TIME_FROMAT, CultureInfo.InvariantCulture); } }
jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Internal/Config.cs/0
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using System; using System.Net; using System.Net.Http; using System.Net.WebSockets; using System.Threading.Tasks; using TapSDK.UI; using TapTap.AntiAddiction.Internal; using TapTap.AntiAddiction.Model; using TapTap.Common; using UnityEngine; namespace TapTap.AntiAddiction { public sealed class ChinaAntiAddictionWorker : BaseAntiAddictionWorker { #region Abstract Override public override Region Region => Region.China; private readonly string rsaPublicKey = "MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEA1pM6yfulomBTXWKiQT5gK9fY4hq11Kv8D+ewum25oPGReuEn6dez7ogA8bEyQlnYYUoEp5cxYPBbIxJFy7q1qzQhTFphuFzoC1x7DieTvfZbh+b60psEottrCD8M0Pa3h44pzyIp5U5WRpxRcQ9iULolGLHZXJr9nW6bpOsyEIFG5tQ7qCBj8HSFoNBKZH+5Cwh3j5cjmyg55WdJTimg9ysbbwZHYmI+TFPuGo/ckHT6j4TQLCmmxI8Qf5pycn3/qJWFhjx/y8zaxgn2hgxbma8hyyGRCMnhM5tISYQv4zlQF+5RashvKa2zv+FHA5DALzIsGXONeTxk6TSBalX5gQIDAQAB"; internal override string RsaPublicKey => rsaPublicKey; private TaptapAntiAddictionIDInputController idInputPanel; protected override async Task<int> CompleteVerificationWindowAsync() { var userId = TapTapAntiAddictionManager.UserId; do { try { var result = await OpenVerificationPanelCn(); await Verification.Save(userId, Region.China, result); var tcs = new TaskCompletionSource<int>(); // 如果在实名认证界面得到是未认证的数据,则弹出认证中的弹框 if (Verification.IsVerifing) { var tip = Config.GetInputIdentifyBlockingTip(); Action onOk = () => { Debug.Log("因为认证中,退出游戏!"); Application.Quit(); }; TapTapAntiAddictionUIKit.OpenHealthPaymentPanel(tip.Title, tip.Content, tip.PositiveButtonText, onOk); } else { if (Verification.IsVerified) TapTapAntiAddictionUIKit.OpenVerifyFinishPanel(()=> tcs.TrySetResult(0)); else { idInputPanel.ShowErrorTip("认证未通过,请提交真实信息"); continue; } } return await tcs.Task; } catch (TaskCanceledException) { TapLogger.Debug("Close verification panel."); // 返回关闭实名制窗口 return StartUpResult.REAL_NAME_STOP; } catch (Exception e) { // 其他异常 TapLogger.Error(e); if (e.Message.Contains("Verification Failed")) { await TapTapAntiAddictionUIKit.ShowRetryDialog(Config.GetInputIdentifyFormatErrorTip()?.Content); } else { if (e is HttpRequestException || e is WebException) { idInputPanel.ShowErrorTip(TapTapAntiAddictionManager.LocalizationItems.Current .NetError); continue; } if (e is AntiAddictionException aae) { if (aae.Code == 3) { idInputPanel.ShowErrorTip(aae.Message); continue; } if (aae.Code >= (int)HttpStatusCode.InternalServerError) { idInputPanel.ShowErrorTip("请求出错"); continue; } } if (e.Message.Contains("Interval server error.")) { idInputPanel.ShowErrorTip("请求出错"); continue; } idInputPanel.ShowErrorTip(TapTapAntiAddictionManager.LocalizationItems.Current.NoVerification); await Task.Yield(); } } } while (true); } internal override async Task<bool> IsStandaloneEnabled() { return await StandaloneChina.Enabled(); } protected override PlayableResult CheckOfflineMinorPlayable() { // 未成年人 if (IsGameTime()) { // 可玩:节假日并且是游戏时间 HealthReminderTip playableTip = Config.GetMinorPlayableHealthReminderTip(); // 计算时间 DateTimeOffset gameEndTime = Config.StrictStartTime; TimeSpan remain = gameEndTime - DateTimeOffset.Now; return new PlayableResult { RestrictType = PlayableResult.NIGHT_STRICT, CanPlay = true, Title = playableTip?.Title, Content = playableTip?.Content, RemainTime = Convert.ToInt32(remain.TotalSeconds) }; } // 不可玩:未成年人不在可玩时间 HealthReminderTip unplayableTip = Config.GetMinorUnplayableHealthReminderTip(); return new PlayableResult { RestrictType = PlayableResult.NIGHT_STRICT, CanPlay = false, Title = unplayableTip?.Title, Content = unplayableTip?.Content, }; } #endregion /// <summary> /// 是否在允许游戏时间段 /// </summary> private bool IsGameTime() { DateTimeOffset strictStart = Config.StrictStartTime; DateTimeOffset strictEnd = Config.StrictEndTime; bool playable; DateTimeOffset now = DateTimeOffset.Now; if (strictEnd > strictStart) { // 可玩时间分段 DateTimeOffset today = new DateTimeOffset(DateTime.Today); DateTimeOffset tomorrow = today.AddDays(1); playable = (now > today && now < strictStart) || (now > strictEnd && now < tomorrow); } else { playable = now > strictEnd && now < strictStart; } return playable; } /// <summary> /// 打开中国实名制窗口 /// </summary> /// <param name="name"></param> /// <param name="idNumber"></param> /// <returns></returns> private Task<VerificationResult> OpenVerificationPanelCn() { var tcs = new TaskCompletionSource<VerificationResult>(); var path = AntiAddictionConst.GetPrefabPath(AntiAddictionConst.ID_NUMBER_INPUT_PANEL_NAME, false); idInputPanel = UIManager.Instance.OpenUI<TaptapAntiAddictionIDInputController>(path); if (idInputPanel != null) { idInputPanel.OnVerified = (verification) => tcs.TrySetResult(verification); idInputPanel.OnException = (e) => { if (e is HttpRequestException || e is WebException) { tcs.TrySetException(e); } else { if (e is AntiAddictionException aae) { // code == 3 代表身份证号码非法 if (aae.Code == (int)HttpStatusCode.Forbidden || aae.Code == 3 || aae.Code >= (int)HttpStatusCode.InternalServerError) tcs.TrySetException(e); } else { if (e.Message.Contains("Interval server error.")) tcs.TrySetException(e); else tcs.TrySetException(new Exception("China Verification Failed")); } } }; idInputPanel.OnClosed = () => tcs.TrySetCanceled(); } return tcs.Task; } } }
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using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; using UnityEngine; #if UNITY_IOS || UNITY_STANDALONE_OSX using UnityEditor.iOS.Xcode; #endif namespace TapTap.Common.Editor { #if UNITY_IOS || UNITY_STANDALONE_OSX public static class TapCommonCompile { public static string GetProjPath(string path) { return PBXProject.GetPBXProjectPath(path); } public static PBXProject ParseProjPath(string path) { var proj = new PBXProject(); proj.ReadFromString(File.ReadAllText(path)); return proj; } public static string GetUnityFrameworkTarget(PBXProject proj) { #if UNITY_2019_3_OR_NEWER string target = proj.GetUnityFrameworkTargetGuid(); return target; #endif var unityPhoneTarget = proj.TargetGuidByName("Unity-iPhone"); return unityPhoneTarget; } public static string GetUnityTarget(PBXProject proj) { #if UNITY_2019_3_OR_NEWER string target = proj.GetUnityMainTargetGuid(); return target; #endif var unityPhoneTarget = proj.TargetGuidByName("Unity-iPhone"); return unityPhoneTarget; } public static bool CheckTarget(string target) { return string.IsNullOrEmpty(target); } public static bool HandlerIOSSetting(string path, string appDataPath, string resourceName, string modulePackageName, string moduleName, string[] bundleNames, string target, string projPath, PBXProject proj) { var resourcePath = Path.Combine(path, resourceName); var parentFolder = Directory.GetParent(appDataPath).FullName; Debug.Log($"ProjectFolder path:{parentFolder}"); if (Directory.Exists(resourcePath)) { Directory.Delete(resourcePath, true); } Directory.CreateDirectory(resourcePath); var remotePackagePath = TapFileHelper.FilterFileByPrefix(parentFolder + "/Library/PackageCache/", $"{modulePackageName}@"); var assetLocalPackagePath = TapFileHelper.FilterFileByPrefix(parentFolder + "/Assets/TapTap/", moduleName); var localPackagePath = TapFileHelper.FilterFileByPrefix(parentFolder, moduleName); var tdsResourcePath = ""; if (!string.IsNullOrEmpty(remotePackagePath)) { tdsResourcePath = remotePackagePath; } else if (!string.IsNullOrEmpty(assetLocalPackagePath)) { tdsResourcePath = assetLocalPackagePath; } else if (!string.IsNullOrEmpty(localPackagePath)) { tdsResourcePath = localPackagePath; } if (string.IsNullOrEmpty(tdsResourcePath)) { Debug.LogError("tdsResourcePath is NUll"); return false; } tdsResourcePath = $"{tdsResourcePath}/Plugins/iOS/Resource"; Debug.Log($"Find {moduleName} path:{tdsResourcePath}"); if (!Directory.Exists(tdsResourcePath)) { Debug.LogError($"Can't Find {bundleNames}"); return false; } TapFileHelper.CopyAndReplaceDirectory(tdsResourcePath, resourcePath); foreach (var name in bundleNames) { proj.AddFileToBuild(target, proj.AddFile(Path.Combine(resourcePath, name), Path.Combine(resourcePath, name), PBXSourceTree.Source)); } File.WriteAllText(projPath, proj.WriteToString()); return true; } public static bool HandlerPlist(string pathToBuildProject, string infoPlistPath, bool macos = false) { // #if UNITY_2020_1_OR_NEWER // var macosXCodePlistPath = // $"{pathToBuildProject}/{PlayerSettings.productName}/Info.plist"; // #elif UNITY_2019_1_OR_NEWER // var macosXCodePlistPath = // $"{Path.GetDirectoryName(pathToBuildProject)}/{PlayerSettings.productName}/Info.plist"; // #endif string plistPath; if (pathToBuildProject.EndsWith(".app")) { plistPath = $"{pathToBuildProject}/Contents/Info.plist"; } else { var macosXCodePlistPath = $"{Path.GetDirectoryName(pathToBuildProject)}/{PlayerSettings.productName}/Info.plist"; if (!File.Exists(macosXCodePlistPath)) { macosXCodePlistPath = $"{pathToBuildProject}/{PlayerSettings.productName}/Info.plist"; } plistPath = !macos ? pathToBuildProject + "/Info.plist" : macosXCodePlistPath; } Debug.Log($"plist path:{plistPath}"); var plist = new PlistDocument(); plist.ReadFromString(File.ReadAllText(plistPath)); var rootDic = plist.root; var items = new List<string> { "tapsdk", "tapiosdk", }; if (!(rootDic["LSApplicationQueriesSchemes"] is PlistElementArray plistElementList)) { plistElementList = rootDic.CreateArray("LSApplicationQueriesSchemes"); } foreach (var t in items) { plistElementList.AddString(t); } if (string.IsNullOrEmpty(infoPlistPath)) return false; var dic = (Dictionary<string, object>) Plist.readPlist(infoPlistPath); var taptapId = ""; foreach (var item in dic) { if (item.Key.Equals("taptap")) { var taptapDic = (Dictionary<string, object>) item.Value; foreach (var taptapItem in taptapDic.Where(taptapItem => taptapItem.Key.Equals("client_id"))) { taptapId = (string) taptapItem.Value; } } else { rootDic.SetString(item.Key, item.Value.ToString()); } } //添加url var dict = plist.root.AsDict(); if (!(dict["CFBundleURLTypes"] is PlistElementArray array)) { array = dict.CreateArray("CFBundleURLTypes"); } if (!macos) { var dict2 = array.AddDict(); dict2.SetString("CFBundleURLName", "TapTap"); var array2 = dict2.CreateArray("CFBundleURLSchemes"); array2.AddString($"tt{taptapId}"); } else { var dict2 = array.AddDict(); dict2.SetString("CFBundleURLName", "TapWeb"); var array2 = dict2.CreateArray("CFBundleURLSchemes"); array2.AddString($"open-taptap-{taptapId}"); } Debug.Log("TapSDK change plist Success"); File.WriteAllText(plistPath, plist.WriteToString()); return true; } public static string GetValueFromPlist(string infoPlistPath, string key) { if (infoPlistPath == null) { return null; } var dic = (Dictionary<string, object>) Plist.readPlist(infoPlistPath); return (from item in dic where item.Key.Equals(key) select (string) item.Value).FirstOrDefault(); } } #endif }
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// // TTSDKConfig.h // TapTapSDK // // Created by wzb on 2020/5/13. // Copyright © 2020 易玩. All rights reserved. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN #define TapLoginSDKErrorDomain @"TapLoginSDKErrorDomain" typedef NS_ENUM (NSInteger, RegionType) { RegionTypeCN, RegionTypeIO }; @interface TTSDKConfig : NSObject /// 是否为圆角,默认为圆角 @property (nonatomic, assign) BOOL roundCorner; /// 限定登录客户端 @property (nonatomic, assign) RegionType regionType; /// Server URL @property (nonatomic, copy) NSString *serverURL; @end NS_ASSUME_NONNULL_END
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{% metadata_file .yamato/test_versions.metafile %} --- {% for editor in test_editors %} test_compressed_obs_{{ editor.version }}_{{ editor.extra_test }}: name: Test Compressed Sensor Observation {{ editor.version }} {{ editor.extra_test }} agent: type: Unity::VM image: ml-agents/ml-agents-ubuntu-18.04:latest flavor: b1.medium variables: UNITY_VERSION: {{ editor.version }} commands: - | eval "$($HOME/anaconda/bin/conda shell.bash hook)" conda activate python3.10 python -m pip install pyyaml --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple python -u -m ml-agents.tests.yamato.setup_venv python ml-agents/tests/yamato/scripts/run_compressed_sensor.py --env=artifacts/testPlayer-TestGridCompressed python ml-agents/tests/yamato/scripts/run_compressed_sensor.py --env=artifacts/testPlayer-TestTextureCompressed dependencies: - .yamato/standalone-build-test.yml#test_linux_standalone_{{ editor.version }}_{{ editor.extra_test }} triggers: cancel_old_ci: true {% if editor.extra_test == "sensor" %} expression: | (pull_request.target eq "main" OR pull_request.target eq "develop" OR pull_request.target match "release.+") AND NOT pull_request.draft AND (pull_request.changes.any match "com.unity.ml-agents/**" OR pull_request.changes.any match "com.unity.ml-agents.extensions/**" OR pull_request.changes.any match "Project/**" OR pull_request.changes.any match "ml-agents/tests/yamato/**" OR pull_request.changes.any match "ml-agents-envs/**" OR pull_request.changes.any match ".yamato/compressed-sensor-test.yml") AND NOT pull_request.changes.all match "**/*.md" {% endif %} {% endfor %}
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using System.Collections.Generic; using UnityEngine; using UnityEngine.Profiling; namespace Unity.MLAgentsExamples { public class Match3Drawer : MonoBehaviour { public int DebugMoveIndex = -1; static Color[] s_Colors = new[] { Color.red, Color.green, Color.blue, Color.cyan, Color.magenta, Color.yellow, Color.gray, Color.black, }; private static Color s_EmptyColor = new Color(0.5f, 0.5f, 0.5f, .25f); public Dictionary<(int, int), Match3TileSelector> tilesDict = new Dictionary<(int, int), Match3TileSelector>(); public float CubeSpacing = 1.25f; public GameObject TilePrefab; private bool m_Initialized; private Match3Board m_Board; void Awake() { if (!m_Initialized) { InitializeDict(); } } void InitializeDict() { m_Board = GetComponent<Match3Board>(); foreach (var item in tilesDict) { if (item.Value) { DestroyImmediate(item.Value.gameObject); } } tilesDict.Clear(); for (var i = 0; i < m_Board.MaxRows; i++) { for (var j = 0; j < m_Board.MaxColumns; j++) { var go = Instantiate(TilePrefab, transform.position, Quaternion.identity, transform); go.name = $"r{i}_c{j}"; tilesDict.Add((i, j), go.GetComponent<Match3TileSelector>()); } } m_Initialized = true; } void Update() { if (!m_Board) { m_Board = GetComponent<Match3Board>(); } if (!m_Initialized) { InitializeDict(); } var currentSize = m_Board.GetCurrentBoardSize(); for (var i = 0; i < m_Board.MaxRows; i++) { for (var j = 0; j < m_Board.MaxColumns; j++) { int value = Match3Board.k_EmptyCell; int specialType = 0; if (m_Board.Cells != null && i < currentSize.Rows && j < currentSize.Columns) { value = m_Board.GetCellType(i, j); specialType = m_Board.GetSpecialType(i, j); } var pos = new Vector3(j, i, 0); pos *= CubeSpacing; tilesDict[(i, j)].transform.position = transform.TransformPoint(pos); tilesDict[(i, j)].SetActiveTile(specialType, value); } } } void OnDrawGizmos() { Profiler.BeginSample("Match3.OnDrawGizmos"); var cubeSize = .5f; var matchedWireframeSize = .5f * (cubeSize + CubeSpacing); if (!m_Board) { m_Board = GetComponent<Match3Board>(); if (m_Board == null) { return; } } var currentSize = m_Board.GetCurrentBoardSize(); for (var i = 0; i < m_Board.MaxRows; i++) { for (var j = 0; j < m_Board.MaxColumns; j++) { int value = Match3Board.k_EmptyCell; int specialType = 0; if (m_Board.Cells != null && i < currentSize.Rows && j < currentSize.Columns) { value = m_Board.GetCellType(i, j); specialType = m_Board.GetSpecialType(i, j); } if (value >= 0 && value < s_Colors.Length) { Gizmos.color = s_Colors[value]; } else { Gizmos.color = s_EmptyColor; } var pos = new Vector3(j, i, 0); pos *= CubeSpacing; if (specialType == 2) { Gizmos.DrawCube(transform.TransformPoint(pos), cubeSize * new Vector3(1f, .5f, .5f)); Gizmos.DrawCube(transform.TransformPoint(pos), cubeSize * new Vector3(.5f, 1f, .5f)); Gizmos.DrawCube(transform.TransformPoint(pos), cubeSize * new Vector3(.5f, .5f, 1f)); } else if (specialType == 1) { Gizmos.DrawSphere(transform.TransformPoint(pos), .5f * cubeSize); } else { Gizmos.DrawCube(transform.TransformPoint(pos), cubeSize * Vector3.one); } Gizmos.color = Color.yellow; if (m_Board.Matched != null && m_Board.Matched[j, i]) { Gizmos.DrawWireCube(transform.TransformPoint(pos), matchedWireframeSize * Vector3.one); } } } // Draw valid moves foreach (var move in m_Board.AllMoves()) { if (DebugMoveIndex >= 0 && move.MoveIndex != DebugMoveIndex) { continue; } if (!m_Board.IsMoveValid(move)) { continue; } var (otherRow, otherCol) = move.OtherCell(); var pos = new Vector3(move.Column, move.Row, 0) * CubeSpacing; var otherPos = new Vector3(otherCol, otherRow, 0) * CubeSpacing; var oneQuarter = Vector3.Lerp(pos, otherPos, .25f); var threeQuarters = Vector3.Lerp(pos, otherPos, .75f); Gizmos.DrawLine(transform.TransformPoint(oneQuarter), transform.TransformPoint(threeQuarters)); } Profiler.EndSample(); } } }
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//Put this script on your blue cube. using System.Collections; using UnityEngine; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Random = UnityEngine.Random; public class PushBlockWithInputAgentBasic : Agent { /// <summary> /// The ground. The bounds are used to spawn the elements. /// </summary> public GameObject ground; public GameObject area; /// <summary> /// The area bounds. /// </summary> [HideInInspector] public Bounds areaBounds; PushBlockWithInputSettings m_PushBlockSettings; /// <summary> /// The block to be pushed to the goal. /// </summary> public GameObject block; /// <summary> /// Detects when the block touches the goal. /// </summary> [HideInInspector] public GoalDetectWithInput goalDetect; Rigidbody m_BlockRb; //cached on initialization Rigidbody m_AgentRb; //cached on initialization Material m_GroundMaterial; //cached on Awake() /// <summary> /// We will be changing the ground material based on success/failue /// </summary> Renderer m_GroundRenderer; EnvironmentParameters m_ResetParams; protected override void Awake() { base.Awake(); m_PushBlockSettings = FindObjectOfType<PushBlockWithInputSettings>(); goalDetect = block.GetComponent<GoalDetectWithInput>(); goalDetect.agent = this; // Cache the agent rigidbody m_AgentRb = GetComponent<Rigidbody>(); // Cache the block rigidbody m_BlockRb = block.GetComponent<Rigidbody>(); // Get the ground's bounds areaBounds = ground.GetComponent<Collider>().bounds; // Get the ground renderer so we can change the material when a goal is scored m_GroundRenderer = ground.GetComponent<Renderer>(); // Starting material m_GroundMaterial = m_GroundRenderer.material; } public override void Initialize() { m_ResetParams = Academy.Instance.EnvironmentParameters; SetResetParameters(); } /// <summary> /// Use the ground's bounds to pick a random spawn position. /// </summary> public Vector3 GetRandomSpawnPos() { var foundNewSpawnLocation = false; var randomSpawnPos = Vector3.zero; var tries = 0; while (foundNewSpawnLocation == false && tries < 50) { var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier, areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier); var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier, areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier); randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ); if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false) { foundNewSpawnLocation = true; } tries++; } return randomSpawnPos; } /// <summary> /// Called when the agent moves the block into the goal. /// </summary> public void ScoredAGoal() { // We use a reward of 5. AddReward(5f); // By marking an agent as done AgentReset() will be called automatically. EndEpisode(); // Swap ground material for a bit to indicate we scored. StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f)); } /// <summary> /// Swap ground material, wait time seconds, then swap back to the regular material. /// </summary> IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) { m_GroundRenderer.material = mat; yield return new WaitForSeconds(time); // Wait for 2 sec m_GroundRenderer.material = m_GroundMaterial; } /// <summary> /// Called every step of the engine. Here the agent takes an action. /// </summary> public override void OnActionReceived(ActionBuffers actionBuffers) { // Penalty given each step to encourage agent to finish task quickly. AddReward(-1f / MaxStep); } /// <summary> /// Resets the block position and velocities. /// </summary> void ResetBlock() { // Get a random position for the block. block.transform.position = GetRandomSpawnPos(); // Reset block velocity back to zero. m_BlockRb.velocity = Vector3.zero; // Reset block angularVelocity back to zero. m_BlockRb.angularVelocity = Vector3.zero; } /// <summary> /// In the editor, if "Reset On Done" is checked then AgentReset() will be /// called automatically anytime we mark done = true in an agent script. /// </summary> public override void OnEpisodeBegin() { var rotation = Random.Range(0, 4); var rotationAngle = rotation * 90f; area.transform.Rotate(new Vector3(0f, rotationAngle, 0f)); ResetBlock(); transform.position = GetRandomSpawnPos(); m_AgentRb.velocity = Vector3.zero; m_AgentRb.angularVelocity = Vector3.zero; SetResetParameters(); } public void SetGroundMaterialFriction() { var groundCollider = ground.GetComponent<Collider>(); groundCollider.material.dynamicFriction = m_ResetParams.GetWithDefault("dynamic_friction", 0); groundCollider.material.staticFriction = m_ResetParams.GetWithDefault("static_friction", 0); } public void SetBlockProperties() { var scale = m_ResetParams.GetWithDefault("block_scale", 2); //Set the scale of the block m_BlockRb.transform.localScale = new Vector3(scale, 0.75f, scale); // Set the drag of the block m_BlockRb.drag = m_ResetParams.GetWithDefault("block_drag", 0.5f); } void SetResetParameters() { SetGroundMaterialFriction(); SetBlockProperties(); } }
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using UnityEngine; namespace Unity.MLAgentsExamples { public class CameraFollow : MonoBehaviour { [Tooltip("The target to follow")] public Transform target; [Tooltip("The time it takes to move to the new position")] public float smoothingTime; //The time it takes to move to the new position private Vector3 m_Offset; private Vector3 m_CamVelocity; //Camera's velocity (used by SmoothDamp) // Use this for initialization void Start() { m_Offset = gameObject.transform.position - target.position; } void FixedUpdate() { var newPosition = new Vector3(target.position.x + m_Offset.x, transform.position.y, target.position.z + m_Offset.z); gameObject.transform.position = Vector3.SmoothDamp(transform.position, newPosition, ref m_CamVelocity, smoothingTime, Mathf.Infinity, Time.fixedDeltaTime); } } }
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using System.Collections.Generic; using System.Linq; using UnityEngine; namespace Unity.MLAgents { /// <summary> /// Monitor is used to display information about the Agent within the Unity /// scene. Use the log function to add information to your monitor. /// </summary> public class Monitor : MonoBehaviour { /// <summary> /// The type of monitor the information must be displayed in. /// <slider> corresponds to a single rectangle whose width is given /// by a float between -1 and 1. (green is positive, red is negative) /// </slider> /// <hist> corresponds to n vertical sliders. </hist> /// <text> is a text field. </text> /// <bar> is a rectangle of fixed length to represent the proportions </bar> /// of a list of floats. /// </summary> public enum DisplayType { Independent, Proportion } /// <summary> /// Represents how high above the target the monitors will be. /// </summary> public static float verticalOffset = 3f; static bool s_IsInstantiated; static GameObject s_Canvas; static Dictionary<Transform, Dictionary<string, DisplayValue>> s_DisplayTransformValues; /// <summary> /// Camera used to calculate GUI screen position relative to the target /// transform. /// </summary> static Dictionary<Transform, Camera> s_TransformCamera; static Color[] s_BarColors; struct DisplayValue { public float time; public string stringValue; public float floatValue; public float[] floatArrayValues; public enum ValueType { Float, FloatarrayIndependent, FloatarrayProportion, String } public ValueType valueType; } static GUIStyle s_KeyStyle; static GUIStyle s_ValueStyle; static GUIStyle s_GreenStyle; static GUIStyle s_RedStyle; static GUIStyle[] s_ColorStyle; static bool s_Initialized; /// <summary> /// Use the Monitor.Log static function to attach information to a transform. /// </summary> /// <returns>The log.</returns> /// <param name="key">The name of the information you wish to Log.</param> /// <param name="value">The string value you want to display.</param> /// <param name="target">The transform you want to attach the information to. /// </param> /// <param name="camera">Camera used to calculate GUI position relative to /// the target. If null, `Camera.main` will be used.</param> public static void Log( string key, string value, Transform target = null, Camera camera = null) { if (!s_IsInstantiated) { InstantiateCanvas(); s_IsInstantiated = true; } if (s_Canvas == null) { return; } if (target == null) { target = s_Canvas.transform; } s_TransformCamera[target] = camera; if (!s_DisplayTransformValues.Keys.Contains(target)) { s_DisplayTransformValues[target] = new Dictionary<string, DisplayValue>(); } var displayValues = s_DisplayTransformValues[target]; if (value == null) { RemoveValue(target, key); return; } if (!displayValues.ContainsKey(key)) { var dv = new DisplayValue(); dv.time = Time.timeSinceLevelLoad; dv.stringValue = value; dv.valueType = DisplayValue.ValueType.String; displayValues[key] = dv; while (displayValues.Count > 20) { var max = ( displayValues .Aggregate((l, r) => l.Value.time < r.Value.time ? l : r) .Key ); RemoveValue(target, max); } } else { var dv = displayValues[key]; dv.stringValue = value; dv.valueType = DisplayValue.ValueType.String; displayValues[key] = dv; } } /// <summary> /// Use the Monitor.Log static function to attach information to a transform. /// </summary> /// <returns>The log.</returns> /// <param name="key">The name of the information you wish to Log.</param> /// <param name="value">The float value you want to display.</param> /// <param name="target">The transform you want to attach the information to. /// </param> /// <param name="camera">Camera used to calculate GUI position relative to /// the target. If null, `Camera.main` will be used.</param> public static void Log( string key, float value, Transform target = null, Camera camera = null) { if (!s_IsInstantiated) { InstantiateCanvas(); s_IsInstantiated = true; } if (target == null) { target = s_Canvas.transform; } s_TransformCamera[target] = camera; if (!s_DisplayTransformValues.Keys.Contains(target)) { s_DisplayTransformValues[target] = new Dictionary<string, DisplayValue>(); } var displayValues = s_DisplayTransformValues[target]; if (!displayValues.ContainsKey(key)) { var dv = new DisplayValue(); dv.time = Time.timeSinceLevelLoad; dv.floatValue = value; dv.valueType = DisplayValue.ValueType.Float; displayValues[key] = dv; while (displayValues.Count > 20) { var max = ( displayValues.Aggregate((l, r) => l.Value.time < r.Value.time ? l : r).Key); RemoveValue(target, max); } } else { var dv = displayValues[key]; dv.floatValue = value; dv.valueType = DisplayValue.ValueType.Float; displayValues[key] = dv; } } /// <summary> /// Use the Monitor.Log static function to attach information to a transform. /// </summary> /// <returns>The log.</returns> /// <param name="key">The name of the information you wish to Log.</param> /// <param name="value">The array of float you want to display.</param> /// <param name="displayType">The type of display.</param> /// <param name="target">The transform you want to attach the information to. /// </param> /// <param name="camera">Camera used to calculate GUI position relative to /// the target. If null, `Camera.main` will be used.</param> public static void Log( string key, float[] value, Transform target = null, DisplayType displayType = DisplayType.Independent, Camera camera = null ) { if (!s_IsInstantiated) { InstantiateCanvas(); s_IsInstantiated = true; } if (target == null) { target = s_Canvas.transform; } s_TransformCamera[target] = camera; if (!s_DisplayTransformValues.Keys.Contains(target)) { s_DisplayTransformValues[target] = new Dictionary<string, DisplayValue>(); } var displayValues = s_DisplayTransformValues[target]; if (!displayValues.ContainsKey(key)) { var dv = new DisplayValue(); dv.time = Time.timeSinceLevelLoad; dv.floatArrayValues = value; if (displayType == DisplayType.Independent) { dv.valueType = DisplayValue.ValueType.FloatarrayIndependent; } else { dv.valueType = DisplayValue.ValueType.FloatarrayProportion; } displayValues[key] = dv; while (displayValues.Count > 20) { var max = ( displayValues.Aggregate((l, r) => l.Value.time < r.Value.time ? l : r).Key); RemoveValue(target, max); } } else { var dv = displayValues[key]; dv.floatArrayValues = value; if (displayType == DisplayType.Independent) { dv.valueType = DisplayValue.ValueType.FloatarrayIndependent; } else { dv.valueType = DisplayValue.ValueType.FloatarrayProportion; } displayValues[key] = dv; } } /// <summary> /// Remove a value from a monitor. /// </summary> /// <param name="target"> /// The transform to which the information is attached. /// </param> /// <param name="key">The key of the information you want to remove.</param> public static void RemoveValue(Transform target, string key) { if (target == null) { target = s_Canvas.transform; } if (s_DisplayTransformValues.Keys.Contains(target)) { if (s_DisplayTransformValues[target].ContainsKey(key)) { s_DisplayTransformValues[target].Remove(key); if (s_DisplayTransformValues[target].Keys.Count == 0) { s_DisplayTransformValues.Remove(target); } } } } /// <summary> /// Remove all information from a monitor. /// </summary> /// <param name="target"> /// The transform to which the information is attached. /// </param> public static void RemoveAllValues(Transform target) { if (target == null) { target = s_Canvas.transform; } if (s_DisplayTransformValues.Keys.Contains(target)) { s_DisplayTransformValues.Remove(target); } } /// <summary> /// Use SetActive to enable or disable the Monitor via script /// </summary> /// <param name="active">Value to set the Monitor's status to.</param> public static void SetActive(bool active) { if (!s_IsInstantiated) { InstantiateCanvas(); s_IsInstantiated = true; } if (s_Canvas != null) { s_Canvas.SetActive(active); } } /// Initializes the canvas. static void InstantiateCanvas() { s_Canvas = GameObject.Find("AgentMonitorCanvas"); if (s_Canvas == null) { s_Canvas = new GameObject(); s_Canvas.name = "AgentMonitorCanvas"; s_Canvas.AddComponent<Monitor>(); } s_DisplayTransformValues = new Dictionary<Transform, Dictionary<string, DisplayValue>>(); s_TransformCamera = new Dictionary<Transform, Camera>(); } void OnGUI() { if (!s_Initialized) { Initialize(); s_Initialized = true; } var toIterate = s_DisplayTransformValues.Keys.ToList(); foreach (var target in toIterate) { if (target == null) { s_DisplayTransformValues.Remove(target); continue; } // get camera var cam = s_TransformCamera[target]; if (cam == null) { cam = Camera.main; } var widthScaler = (Screen.width / 1000f); var keyPixelWidth = 100 * widthScaler; var keyPixelHeight = 20 * widthScaler; var paddingWidth = 10 * widthScaler; var scale = 1f; var origin = new Vector3( Screen.width / 2.0f - keyPixelWidth, Screen.height); if (!(target == s_Canvas.transform)) { var camTransform = cam.transform; var position = target.position; var cam2Obj = position - camTransform.position; scale = Mathf.Min( 1, 20f / (Vector3.Dot(cam2Obj, camTransform.forward))); var worldPosition = cam.WorldToScreenPoint( position + new Vector3(0, verticalOffset, 0)); origin = new Vector3( worldPosition.x - keyPixelWidth * scale, Screen.height - worldPosition.y); } keyPixelWidth *= scale; keyPixelHeight *= scale; paddingWidth *= scale; s_KeyStyle.fontSize = (int)(keyPixelHeight * 0.8f); if (s_KeyStyle.fontSize < 2) { continue; } var displayValues = s_DisplayTransformValues[target]; var index = 0; var orderedKeys = displayValues.Keys.OrderBy(x => -displayValues[x].time); foreach (var key in orderedKeys) { s_KeyStyle.alignment = TextAnchor.MiddleRight; GUI.Label( new Rect( origin.x, origin.y - (index + 1) * keyPixelHeight, keyPixelWidth, keyPixelHeight), key, s_KeyStyle); float[] vals; GUIStyle s; switch (displayValues[key].valueType) { case DisplayValue.ValueType.String: s_ValueStyle.alignment = TextAnchor.MiddleLeft; GUI.Label( new Rect( origin.x + paddingWidth + keyPixelWidth, origin.y - (index + 1) * keyPixelHeight, keyPixelWidth, keyPixelHeight), displayValues[key].stringValue, s_ValueStyle); break; case DisplayValue.ValueType.Float: var sliderValue = displayValues[key].floatValue; sliderValue = Mathf.Min(1f, sliderValue); s = s_GreenStyle; if (sliderValue < 0) { sliderValue = Mathf.Min(1f, -sliderValue); s = s_RedStyle; } GUI.Box( new Rect( origin.x + paddingWidth + keyPixelWidth, origin.y - (index + 0.9f) * keyPixelHeight, keyPixelWidth * sliderValue, keyPixelHeight * 0.8f), GUIContent.none, s); break; case DisplayValue.ValueType.FloatarrayIndependent: const float histWidth = 0.15f; vals = displayValues[key].floatArrayValues; for (var i = 0; i < vals.Length; i++) { var value = Mathf.Min(vals[i], 1); s = s_GreenStyle; if (value < 0) { value = Mathf.Min(1f, -value); s = s_RedStyle; } GUI.Box( new Rect( origin.x + paddingWidth + keyPixelWidth + (keyPixelWidth * histWidth + paddingWidth / 2) * i, origin.y - (index + 0.1f) * keyPixelHeight, keyPixelWidth * histWidth, -keyPixelHeight * value), GUIContent.none, s); } break; case DisplayValue.ValueType.FloatarrayProportion: var valsSum = 0f; var valsCum = 0f; vals = displayValues[key].floatArrayValues; foreach (var f in vals) { valsSum += Mathf.Max(f, 0); } if (valsSum < float.Epsilon) { Debug.LogError( $"The Monitor value for key {key} " + "must be a list or array of " + "positive values and cannot " + "be empty."); } else { for (var i = 0; i < vals.Length; i++) { var value = Mathf.Max(vals[i], 0) / valsSum; GUI.Box( new Rect( origin.x + paddingWidth + keyPixelWidth + keyPixelWidth * valsCum, origin.y - (index + 0.9f) * keyPixelHeight, keyPixelWidth * value, keyPixelHeight * 0.8f), GUIContent.none, s_ColorStyle[i % s_ColorStyle.Length]); valsCum += value; } } break; } index++; } } } /// Helper method used to initialize the GUI. Called once. void Initialize() { s_KeyStyle = GUI.skin.label; s_ValueStyle = GUI.skin.label; s_ValueStyle.clipping = TextClipping.Overflow; s_ValueStyle.wordWrap = false; s_BarColors = new[] { Color.magenta, Color.blue, Color.cyan, Color.green, Color.yellow, Color.red }; s_ColorStyle = new GUIStyle[s_BarColors.Length]; for (var i = 0; i < s_BarColors.Length; i++) { var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false); texture.SetPixel(0, 0, s_BarColors[i]); texture.Apply(); var staticRectStyle = new GUIStyle(); staticRectStyle.normal.background = texture; s_ColorStyle[i] = staticRectStyle; } s_GreenStyle = s_ColorStyle[3]; s_RedStyle = s_ColorStyle[5]; } } }
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#if MLA_INPUT_SYSTEM using Unity.MLAgents.Actuators; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.InputSystem.LowLevel; namespace Unity.MLAgents.Extensions.Input { /// <summary> /// Translates data from any control that extends from <see cref="InputControl{Vector2}"/>. /// </summary> public class Vector2InputActionAdaptor : IRLActionInputAdaptor { /// <inheritdoc cref="IRLActionInputAdaptor.GetActionSpecForInputAction"/> public ActionSpec GetActionSpecForInputAction(InputAction action) { // TODO create the action spec based on what controls back the action return ActionSpec.MakeContinuous(2); } /// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/> public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers) { var x = actionBuffers.ContinuousActions[0]; var y = actionBuffers.ContinuousActions[1]; control.WriteValueIntoEvent(new Vector2(x, y), eventPtr); } /// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/> public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) { var value = action.ReadValue<Vector2>(); var continuousActions = actionBuffers.ContinuousActions; continuousActions[0] = value.x; continuousActions[1] = value.y; } } } #endif // MLA_INPUT_SYSTEM
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