Steven Leal
4 年前
当前提交
b3ce9635
共有 131 个文件被更改,包括 2250 次插入 和 549 次删除
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53com.unity.perception/Editor/Randomization/StaticData.cs
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2com.unity.perception/Editor/Randomization/Uxml/CategoricalOptionElement.uxml
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33com.unity.perception/Editor/Randomization/Uxml/ParameterElement.uxml
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1com.unity.perception/Editor/Randomization/Uxml/SamplerElement.uxml
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15com.unity.perception/Editor/Randomization/Uxml/ScenarioBaseElement.uxml
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5com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Materials/OutlineMaterial.mat
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76com.unity.perception/Runtime/Randomization/Parameters/CategoricalParameter.cs
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4com.unity.perception/Runtime/Randomization/Parameters/CategoricalParameterBase.cs
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15com.unity.perception/Runtime/Randomization/Parameters/NumericParameter.cs
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67com.unity.perception/Runtime/Randomization/Parameters/Parameter.cs
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22com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/BooleanParameter.cs
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8com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/FloatParameter.cs
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8com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/IntegerParameter.cs
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12com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/Vector2Parameter.cs
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13com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/Vector3Parameter.cs
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14com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/Vector4Parameter.cs
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2com.unity.perception/Runtime/Randomization/Samplers/FloatRange.cs
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16com.unity.perception/Runtime/Randomization/Samplers/SamplerTypes/ConstantSampler.cs
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21com.unity.perception/Runtime/Randomization/Samplers/SamplerTypes/NormalSampler.cs
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21com.unity.perception/Runtime/Randomization/Samplers/SamplerTypes/UniformSampler.cs
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2com.unity.perception/Runtime/Randomization/Samplers/SamplerUtility.cs
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4com.unity.perception/Runtime/Randomization/Scenarios/FixedLengthScenario.cs
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255com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs
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12com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs.meta
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10com.unity.perception/Tests/Runtime/Randomization/ParameterTests/CategoricalParameterTests.cs
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60com.unity.perception/Tests/Runtime/Randomization/ScenarioTests.cs
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2com.unity.perception/Editor/Randomization/VisualElements/DragToReorderManipulator.cs.meta
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2com.unity.perception/Editor/Randomization/VisualElements/ParameterDragBar.cs
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21com.unity.perception/Editor/Randomization/VisualElements/DragToReorderManipulator.cs
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2com.unity.perception/Editor/Randomization/VisualElements/SamplerElement.cs
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3com.unity.perception.meta
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8com.unity.perception/Editor/Randomization/Editors.meta
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8com.unity.perception/Editor/Randomization/PropertyDrawers.meta
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109com.unity.perception/Editor/Randomization/Uss/ParameterStyles.uss
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8com.unity.perception/Editor/Randomization/Uss/ParameterStyles.uss.meta
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16com.unity.perception/Editor/Randomization/Uss/SamplerStyles.uss
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8com.unity.perception/Editor/Randomization/Uss/SamplerStyles.uss.meta
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21com.unity.perception/Editor/Randomization/Uss/ScenarioStyles.uss
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3com.unity.perception/Editor/Randomization/Uss/ScenarioStyles.uss.meta
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10com.unity.perception/Editor/Randomization/Uxml/ParameterDrawer.uxml
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8com.unity.perception/Editor/Randomization/Uxml/ParameterDrawer.uxml.meta
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19com.unity.perception/Editor/Randomization/Uxml/RandomizerElement.uxml
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3com.unity.perception/Editor/Randomization/Uxml/RandomizerElement.uxml.meta
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8com.unity.perception/Editor/Randomization/Uxml/RandomizerList.uxml
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3com.unity.perception/Editor/Randomization/Uxml/RandomizerList.uxml.meta
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8com.unity.perception/Editor/Randomization/VisualElements.meta
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8com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters.meta
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8com.unity.perception/Runtime/Randomization/Randomizers.meta
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8com.unity.perception/Tests/Runtime/Randomization/RandomizerTests.meta
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88com.unity.perception/Editor/Randomization/Editors/ScenarioBaseEditor.cs
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8com.unity.perception/Editor/Randomization/Editors/ScenarioBaseEditor.cs.meta
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25com.unity.perception/Editor/Randomization/PropertyDrawers/ColorHsvaDrawer.cs
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8com.unity.perception/Editor/Randomization/PropertyDrawers/ColorHsvaDrawer.cs.meta
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26com.unity.perception/Editor/Randomization/PropertyDrawers/ParameterDrawer.cs
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8com.unity.perception/Editor/Randomization/PropertyDrawers/ParameterDrawer.cs.meta
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8com.unity.perception/Editor/Randomization/VisualElements/CategoricalOptionElement.cs.meta
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39com.unity.perception/Editor/Randomization/VisualElements/ColorHsvaField.cs
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8com.unity.perception/Editor/Randomization/VisualElements/ColorHsvaField.cs.meta
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48com.unity.perception/Editor/Randomization/VisualElements/DrawerParameterElement.cs
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8com.unity.perception/Editor/Randomization/VisualElements/DrawerParameterElement.cs.meta
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8com.unity.perception/Editor/Randomization/VisualElements/FloatRangeElement.cs.meta
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22com.unity.perception/Editor/Randomization/VisualElements/ParameterDragBar.cs.meta
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196com.unity.perception/Editor/Randomization/VisualElements/ParameterElement.cs
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8com.unity.perception/Editor/Randomization/VisualElements/ParameterElement.cs.meta
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8com.unity.perception/Editor/Randomization/VisualElements/RandomSeedField.cs.meta
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93com.unity.perception/Editor/Randomization/VisualElements/RandomizerElement.cs
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3com.unity.perception/Editor/Randomization/VisualElements/RandomizerElement.cs.meta
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92com.unity.perception/Editor/Randomization/VisualElements/RandomizerList.cs
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3com.unity.perception/Editor/Randomization/VisualElements/RandomizerList.cs.meta
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8com.unity.perception/Editor/Randomization/VisualElements/SamplerElement.cs.meta
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107com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorHsva.cs
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3com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorHsva.cs.meta
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10com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorHsvaCategoricalParameter.cs
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3com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorHsvaCategoricalParameter.cs.meta
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181com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorHsvaParameter.cs
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10com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorRgbCategoricalParameter.cs
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3com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorRgbCategoricalParameter.cs.meta
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111com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorRgbParameter.cs
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3com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/ColorParameters/ColorRgbParameter.cs.meta
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140com.unity.perception/Runtime/Randomization/Randomizers/Randomizer.cs
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3com.unity.perception/Runtime/Randomization/Randomizers/Randomizer.cs.meta
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25com.unity.perception/Runtime/Randomization/Randomizers/RandomizerTag.cs
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3com.unity.perception/Runtime/Randomization/Randomizers/RandomizerTag.cs.meta
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44com.unity.perception/Runtime/Randomization/Randomizers/RandomizerTagManager.cs
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3com.unity.perception/Runtime/Randomization/Randomizers/RandomizerTagManager.cs.meta
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6com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/ExampleTag.cs
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3com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/ExampleTag.cs.meta
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30com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/ExampleTransformRandomizer.cs
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3com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/ExampleTransformRandomizer.cs.meta
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40com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/RandomizerTagTests.cs
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3com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/RandomizerTagTests.cs.meta
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89com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/RandomizerTests.cs
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3com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/RandomizerTests.cs.meta
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213com.unity.perception/Editor/Randomization/Uss/Styles.uss
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<UXML xmlns="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements"> |
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<Box name="parameter-container" class="parameter-container"> |
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<VisualElement name="drag-handle" class="move-buttons-container"> |
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<VisualElement class="drag-handle"/> |
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</VisualElement> |
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<VisualElement style="flex-grow: 1; justify-content: center; margin-right: 6px;"> |
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<VisualElement class="parameter-type-label-container"> |
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<Box class="parameter-type-label-box"> |
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<VisualElement name="collapse" class="collapse-parameter-toggle foldout-open"/> |
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<Label name="parameter-type-label" text="Type:" class="parameter-type-label"/> |
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<TextField name="name" text="Parameter Name"/> |
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</Box> |
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<Button name="remove-parameter" class="remove-parameter-button"/> |
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</VisualElement> |
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|
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<VisualElement name="properties" class="parameter-properties-container" style="margin-bottom: 2px;"> |
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<Box> |
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<editor:ObjectField label="Target GameObject" name="target"/> |
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<VisualElement name="target-container"> |
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<VisualElement class="unity-base-field"> |
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<Label text="Target Property" class="unity-base-field__label"/> |
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<editor:ToolbarMenu text="Select A Property" name="property-select-menu" class="property-select-menu"/> |
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</VisualElement> |
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<editor:EnumField label="Application Frequency" name="application-frequency"/> |
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</VisualElement> |
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</Box> |
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<Box name="extra-properties" style="padding-left: 4px; border-top-width: 0px;"/> |
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</VisualElement> |
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</VisualElement> |
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</Box> |
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<VisualElement> |
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<Style src="../Uss/ParameterStyles.uss"/> |
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<VisualElement name="properties"/> |
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</VisualElement> |
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</UXML> |
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fileFormatVersion: 2 |
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fileFormatVersion: 2 |
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timeCreated: 1589772146 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 2c0b9128211c487091d21926e24c3303 |
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timeCreated: 1600211324 |
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fileFormatVersion: 2 |
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<<<<<<< HEAD |
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guid: 85401640505a48f9a8fe55045f5f28d8 |
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timeCreated: 1600754567 |
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======= |
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guid: 0b17046409af4c22bf74eec2a5965984 |
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timeCreated: 1598135707 |
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>>>>>>> 86d25d2... implemented parameter behaviours |
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fileFormatVersion: 2 |
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<<<<<<< HEAD |
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guid: 47a26876f92a4b19adb3b7b525efa830 |
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timeCreated: 1600754588 |
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======= |
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guid: d3107e026b2943c1868c9b3f8c6480d3 |
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timeCreated: 1598135730 |
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>>>>>>> 86d25d2... implemented parameter behaviours |
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.randomizer-element { |
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border-width: 2px; |
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border-radius: 5px; |
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margin: 2px 1px; |
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background-color: #383838; |
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} |
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|
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.parameter-type-label-container { |
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flex-direction: row; |
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justify-content: space-between; |
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align-items: center; |
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margin-bottom: 1px; |
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} |
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|
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.parameter-type-label-box { |
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flex-direction: row; |
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align-items: center; |
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justify-content: flex-start; |
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flex-grow: 0; |
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-unity-text-align: middle-center; |
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border-width: 0; |
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padding: 1px; |
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font-size: 13px; |
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} |
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.parameter-type-label { |
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color: cornflowerblue; |
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-unity-text-align: middle-left; |
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margin-right: 4px; |
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} |
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.parameter-type-label-box .unity-base-text-field__input { |
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padding-left: 6px; |
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padding-right: 6px; |
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} |
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.collapse-toggle { |
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flex-shrink: 0; |
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margin-right: 3px; |
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margin-left: 3px; |
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width: 12px; |
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height: 12px; |
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background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/FoldoutOpen.png"); |
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} |
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.collapsed .collapse-toggle { |
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background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/FoldoutClosed.png"); |
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} |
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.collapsed .properties-container { |
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display: none; |
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} |
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.categorical-option { |
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flex-direction: row; |
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background-color: #3F3F3F; |
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margin: 1px; |
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border-radius: 4px; |
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} |
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|
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.options-list-view { |
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background-color: #191919; |
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border-radius: 4px; |
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margin-right: 2px; |
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padding: 3px; |
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border-bottom-right-radius: 0; |
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} |
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|
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.option-property-field { |
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width: 0; |
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flex-grow: 1; |
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flex-shrink: 0; |
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} |
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|
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.uniform-probability .hide-when-uniform { |
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display: none; |
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} |
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.add-option-button { |
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align-self: flex-end; |
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border-width: 0; |
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border-top-right-radius: 0; |
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border-top-left-radius: 0; |
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background-color: #191919; |
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margin-top: 0; |
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margin-right: 2px; |
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} |
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|
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.add-option-button:hover { |
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background-color: #2A2A2A; |
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} |
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.add-option-button:active { |
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color: cornflowerblue; |
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} |
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|
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.remove-option-button { |
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width: 12px; |
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height: 14px; |
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background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/X.png"); |
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} |
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|
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.drag-handle { |
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flex-shrink: 0; |
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width: 16px; |
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height: 100%; |
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min-height: 20px; |
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background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/DragHandle.png"); |
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} |
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fileFormatVersion: 2 |
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<<<<<<< HEAD |
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guid: 0a4e5cce05674cabb4e35dbba3176bb0 |
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timeCreated: 1600754588 |
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======= |
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guid: def81fa16f8b41aca393a30c3b1fac72 |
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timeCreated: 1598222679 |
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>>>>>>> 86d25d2... implemented parameter behaviours |
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.sampler-type-menu { |
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flex-grow: 1.5; |
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border-radius: 3px; |
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border-width: 1px; |
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margin-top: 2px; |
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margin-right: 3px; |
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} |
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|
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.sampler-name { |
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/*color: lightgreen;*/ |
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} |
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|
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.float-range .unity-base-field__label { |
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min-width: auto; |
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margin-right: 4px; |
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} |
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fileFormatVersion: 2 |
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<<<<<<< HEAD |
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guid: f96184638ee64ea18b5e2d5c90f94c67 |
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timeCreated: 1600754588 |
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======= |
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guid: 85ff041b142f41798a7703bda9bb1ba7 |
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timeCreated: 1598222791 |
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>>>>>>> 86d25d2... implemented parameter behaviours |
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.dark-viewport { |
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border-radius: 5px; |
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background-color: #191919; |
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padding: 2px; |
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} |
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.info-box { |
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border-width: 1px; |
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border-color: #191919; |
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padding: 2px 4px 2px 4px; |
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white-space: normal; |
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margin-top: 4px; |
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margin-bottom: 4px; |
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} |
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.drag-bar { |
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width: 100px; |
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height: 6px; |
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background-color: rgba(100,149,237,0.4); |
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position: absolute; |
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} |
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fileFormatVersion: 2 |
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guid: 7db846b4c7cf420e8fdc32c7f701f5c3 |
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timeCreated: 1600276536 |
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<UXML xmlns="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements"> |
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<VisualElement> |
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<Style src="../Uss/ParameterStyles.uss"/> |
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<VisualElement style="flex-direction: row; align-items: center;"> |
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<VisualElement name="collapse" class="collapse-toggle foldout-open"/> |
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<Label name="field-name" style="font-size: 12px;"/> |
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</VisualElement> |
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<VisualElement name="drawer" class="properties-container" style="padding-left: 18px;"/> |
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</VisualElement> |
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</UXML> |
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fileFormatVersion: 2 |
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<<<<<<< HEAD |
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guid: fbfd6bfda79247c1a4578907f9df9d6c |
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timeCreated: 1600754588 |
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======= |
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guid: 6a4bb3efae29429292ccdfa63e661872 |
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timeCreated: 1598240583 |
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>>>>>>> 86d25d2... implemented parameter behaviours |
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<UXML xmlns="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements"> |
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<VisualElement class="randomizer-element" style="flex-direction: row;"> |
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<Style src="../Uss/ParameterStyles.uss"/> |
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<VisualElement name="drag-handle" class="drag-handle"/> |
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<VisualElement style="flex-grow: 1;"> |
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<VisualElement style="flex-direction: row; justify-content: space-between;"> |
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<VisualElement style="flex-direction: row; align-items: center;"> |
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<VisualElement name="collapse" class="collapse-toggle foldout-open"/> |
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<Toggle name="enabled"/> |
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<TextElement name="class-name" text="Randomizer Class Name"/> |
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</VisualElement> |
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<Button name="remove" class="remove-option-button"/> |
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</VisualElement> |
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<VisualElement name="properties" class="properties-container" style="padding-left: 16px;"/> |
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</VisualElement> |
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</VisualElement> |
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</UXML> |
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fileFormatVersion: 2 |
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guid: f68d0e4ae9a94881adad2ff4835cddaf |
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timeCreated: 1600290113 |
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<UXML xmlns="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements"> |
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<VisualElement name="randomizers-container" class="dark-viewport" style="margin-top: 6px; min-height: 100px;"/> |
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<VisualElement style="flex-direction: row; align-items: center; justify-content: center; margin-top: 4px;"> |
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<editor:ToolbarMenu name="add-randomizer" text="Add Randomizer"/> |
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<Button name="expand-all" text="Expand All"/> |
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<Button name="collapse-all" text="Collapse All"/> |
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</VisualElement> |
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</UXML> |
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fileFormatVersion: 2 |
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guid: 61284b57145a4b87b960f780ead021cb |
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timeCreated: 1600368801 |
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fileFormatVersion: 2 |
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<<<<<<< HEAD |
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guid: 64930d74a0b54875ab472b72066417bc |
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timeCreated: 1600754567 |
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======= |
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guid: 7f8f95a1bb144a96b9310164f5560387 |
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timeCreated: 1598135666 |
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>>>>>>> 86d25d2... implemented parameter behaviours |
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fileFormatVersion: 2 |
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guid: 2b14f5553d2847319c3077ecf7206d06 |
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timeCreated: 1600754588 |
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======= |
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guid: ce91e289cdaa4ccc849a0c287aefd34d |
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timeCreated: 1598326361 |
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>>>>>>> 50f2c39... Added xml documentation |
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fileFormatVersion: 2 |
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guid: 80645bae9cd440ca81c7a1e03572e7da |
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timeCreated: 1600754588 |
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======= |
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guid: ae6aad06c0e14f67aa7a9ad9004a1828 |
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timeCreated: 1600274594 |
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>>>>>>> c653d18... Implemented randomizer class. Ran into SerializeReference issue 1193322. |
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fileFormatVersion: 2 |
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guid: 6693ffffff2148b0a248e1d8c5ddc805 |
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timeCreated: 1600754588 |
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======= |
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guid: f9e02c502b7845229d26d377a0d871f1 |
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timeCreated: 1600744200 |
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>>>>>>> cb407fb... added randomizer tests |
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using UnityEditor; |
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using UnityEditor.UIElements; |
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using UnityEngine.Experimental.Perception.Randomization.Scenarios; |
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using UnityEngine.Experimental.Perception.Randomization.VisualElements; |
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using UnityEngine.UIElements; |
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namespace UnityEngine.Experimental.Perception.Randomization.Editor |
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{ |
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[CustomEditor(typeof(ScenarioBase), true)] |
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class ScenarioBaseEditor : UnityEditor.Editor |
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{ |
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ScenarioBase m_Scenario; |
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SerializedObject m_SerializedObject; |
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VisualElement m_Root; |
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VisualElement m_InspectorPropertiesContainer; |
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VisualElement m_ConstantsContainer; |
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VisualElement m_RandomizerListPlaceholder; |
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SerializedProperty m_ConstantsProperty; |
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public override VisualElement CreateInspectorGUI() |
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{ |
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m_Scenario = (ScenarioBase)target; |
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m_SerializedObject = new SerializedObject(m_Scenario); |
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m_Root = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( |
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$"{StaticData.uxmlDir}/ScenarioBaseElement.uxml").CloneTree(); |
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var serializeConstantsButton = m_Root.Q<Button>("serialize-constants"); |
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serializeConstantsButton.clicked += () => m_Scenario.Serialize(); |
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var deserializeConstantsButton = m_Root.Q<Button>("deserialize-constants"); |
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deserializeConstantsButton.clicked += () => m_Scenario.Deserialize(); |
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m_RandomizerListPlaceholder = m_Root.Q<VisualElement>("randomizer-list-placeholder"); |
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|
|||
CreatePropertyFields(); |
|||
CheckIfConstantsExist(); |
|||
|
|||
return m_Root; |
|||
} |
|||
|
|||
void CreatePropertyFields() |
|||
{ |
|||
m_InspectorPropertiesContainer = m_Root.Q<VisualElement>("inspector-properties"); |
|||
m_InspectorPropertiesContainer.Clear(); |
|||
|
|||
var iterator = m_SerializedObject.GetIterator(); |
|||
var foundProperties = false; |
|||
if (iterator.NextVisible(true)) |
|||
{ |
|||
do |
|||
{ |
|||
switch (iterator.name) |
|||
{ |
|||
case "m_Script": |
|||
break; |
|||
case "constants": |
|||
m_ConstantsProperty = iterator.Copy(); |
|||
break; |
|||
case "m_Randomizers": |
|||
m_RandomizerListPlaceholder.Add(new RandomizerList(iterator.Copy())); |
|||
break; |
|||
default: |
|||
{ |
|||
foundProperties = true; |
|||
var propertyField = new PropertyField(iterator.Copy()); |
|||
propertyField.Bind(m_SerializedObject); |
|||
m_InspectorPropertiesContainer.Add(propertyField); |
|||
break; |
|||
} |
|||
} |
|||
} while (iterator.NextVisible(false)); |
|||
} |
|||
|
|||
if (!foundProperties) |
|||
m_InspectorPropertiesContainer.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None); |
|||
} |
|||
|
|||
void CheckIfConstantsExist() |
|||
{ |
|||
m_ConstantsContainer = m_Root.Q<VisualElement>("constants-container"); |
|||
if (m_ConstantsProperty == null) |
|||
{ |
|||
m_InspectorPropertiesContainer.style.marginBottom = 0; |
|||
m_ConstantsContainer.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: 57a29c3831024d55aca1a6267dabb56c |
|||
timeCreated: 1600754583 |
|||
======= |
|||
guid: face5e97e23d402cbf6fafadb39fa0c3 |
|||
timeCreated: 1596213301 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
using UnityEditor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Perception.Randomization.Editor.PropertyDrawers |
|||
{ |
|||
[CustomPropertyDrawer(typeof(ColorHsva), true)] |
|||
class ColorHsvaDrawer : PropertyDrawer |
|||
{ |
|||
public override VisualElement CreatePropertyGUI(SerializedProperty property) |
|||
{ |
|||
return new ColorHsvaField(property); |
|||
} |
|||
|
|||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) |
|||
{ |
|||
EditorGUI.PropertyField(position, property, label, true); |
|||
} |
|||
|
|||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) |
|||
{ |
|||
return EditorGUI.GetPropertyHeight(property); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: e2ea91ddb1134cc6a14d2e3859a275f5 |
|||
timeCreated: 1600754588 |
|||
======= |
|||
guid: 5e8094c28dd142a09fbbd38ca560164b |
|||
timeCreated: 1598250942 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
using System; |
|||
using UnityEditor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Perception.Randomization.Editor.PropertyDrawers |
|||
{ |
|||
[CustomPropertyDrawer(typeof(Parameter), true)] |
|||
class ParameterDrawer : PropertyDrawer |
|||
{ |
|||
public override VisualElement CreatePropertyGUI(SerializedProperty property) |
|||
{ |
|||
return new DrawerParameterElement(property); |
|||
} |
|||
|
|||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) |
|||
{ |
|||
EditorGUI.PropertyField(position, property, label, true); |
|||
} |
|||
|
|||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) |
|||
{ |
|||
return EditorGUI.GetPropertyHeight(property); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: e396dea59a4843529416020c3d0ef5af |
|||
timeCreated: 1600754588 |
|||
======= |
|||
guid: d389620d3aa3471ca1877eb59cdfb465 |
|||
timeCreated: 1598135745 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: 5b6d309152934df99cfff89a96b9703e |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: 3066f77d411047baafb6cc454adc6e37 |
|||
timeCreated: 1595535184 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
using UnityEditor; |
|||
using UnityEditor.UIElements; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Perception.Randomization.Editor |
|||
{ |
|||
class ColorHsvaField : ColorField |
|||
{ |
|||
SerializedProperty m_Property; |
|||
SerializedProperty m_H; |
|||
SerializedProperty m_S; |
|||
SerializedProperty m_V; |
|||
SerializedProperty m_A; |
|||
|
|||
public ColorHsvaField(SerializedProperty property) |
|||
{ |
|||
m_Property = property; |
|||
label = m_Property.displayName; |
|||
|
|||
m_H = m_Property.FindPropertyRelative("h"); |
|||
m_S = m_Property.FindPropertyRelative("s"); |
|||
m_V = m_Property.FindPropertyRelative("v"); |
|||
m_A = m_Property.FindPropertyRelative("a"); |
|||
|
|||
rawValue = (Color)new ColorHsva(m_H.floatValue, m_S.floatValue, m_V.floatValue, m_A.floatValue); |
|||
|
|||
this.RegisterValueChangedCallback(evt => |
|||
{ |
|||
var color = (ColorHsva)evt.newValue; |
|||
m_H.floatValue = color.h; |
|||
m_S.floatValue = color.s; |
|||
m_V.floatValue = color.v; |
|||
m_A.floatValue = color.a; |
|||
m_Property.serializedObject.ApplyModifiedProperties(); |
|||
}); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: c70590a385e44f6fbe82f5c74cb92f71 |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: 103b163a2467415ab86b0df8175b12a6 |
|||
timeCreated: 1598254290 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
using UnityEditor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Editor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Perception.Randomization.Editor |
|||
{ |
|||
class DrawerParameterElement : VisualElement |
|||
{ |
|||
Parameter m_Parameter; |
|||
SerializedProperty m_Collapsed; |
|||
SerializedProperty m_Property; |
|||
const string k_CollapsedParameterClass = "collapsed"; |
|||
|
|||
bool collapsed |
|||
{ |
|||
get => m_Collapsed.boolValue; |
|||
set |
|||
{ |
|||
m_Collapsed.boolValue = value; |
|||
m_Property.serializedObject.ApplyModifiedPropertiesWithoutUndo(); |
|||
if (value) |
|||
AddToClassList(k_CollapsedParameterClass); |
|||
else |
|||
RemoveFromClassList(k_CollapsedParameterClass); |
|||
} |
|||
} |
|||
|
|||
public DrawerParameterElement(SerializedProperty property) |
|||
{ |
|||
m_Property = property; |
|||
m_Collapsed = property.FindPropertyRelative("collapsed"); |
|||
|
|||
AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( |
|||
$"{StaticData.uxmlDir}/ParameterDrawer.uxml").CloneTree(this); |
|||
|
|||
var collapseToggle = this.Q<VisualElement>("collapse"); |
|||
collapseToggle.RegisterCallback<MouseUpEvent>(evt => collapsed = !collapsed); |
|||
collapsed = m_Collapsed.boolValue; |
|||
|
|||
var fieldNameField = this.Q<Label>("field-name"); |
|||
fieldNameField.text = property.displayName; |
|||
|
|||
var drawer = this.Q<VisualElement>("drawer"); |
|||
drawer.Add(new ParameterElement(property)); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: a9f0d234cfc24a8da54ec04d5ec9a129 |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: e2eb905ca8c14b5cbe43e48418948be0 |
|||
timeCreated: 1598255728 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: 708f941b18c345d8a0b7d1ea31d27843 |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: e37f169c618d471d8ed9614a41096437 |
|||
timeCreated: 1595281335 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
<<<<<<< HEAD |
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: 61021c66c33e40e98de0702ae0aa4449 |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: 7c1e08b02e5a4c55875f34baf32f8e76 |
|||
timeCreated: 1596143672 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|||
======= |
|||
fileFormatVersion: 2 |
|||
guid: 7c1e08b02e5a4c55875f34baf32f8e76 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
>>>>>>> 750f255... working on new workflow |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using UnityEditor; |
|||
using UnityEditor.UIElements; |
|||
using UnityEngine.Experimental.Perception.Randomization.Editor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Perception.Randomization.Editor |
|||
{ |
|||
class ParameterElement : VisualElement |
|||
{ |
|||
VisualElement m_PropertiesContainer; |
|||
SerializedProperty m_SerializedProperty; |
|||
|
|||
Parameter parameter => (Parameter)StaticData.GetManagedReferenceValue(m_SerializedProperty); |
|||
CategoricalParameterBase categoricalParameter => (CategoricalParameterBase)parameter; |
|||
|
|||
public ParameterElement(SerializedProperty property) |
|||
{ |
|||
var template = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( |
|||
$"{StaticData.uxmlDir}/ParameterElement.uxml"); |
|||
template.CloneTree(this); |
|||
m_SerializedProperty = property; |
|||
m_PropertiesContainer = this.Q<VisualElement>("properties"); |
|||
CreatePropertyFields(); |
|||
} |
|||
|
|||
void CreatePropertyFields() |
|||
{ |
|||
m_PropertiesContainer.Clear(); |
|||
|
|||
if (parameter is CategoricalParameterBase) |
|||
{ |
|||
CreateCategoricalParameterFields(); |
|||
return; |
|||
} |
|||
|
|||
var currentProperty = m_SerializedProperty.Copy(); |
|||
var nextSiblingProperty = m_SerializedProperty.Copy(); |
|||
nextSiblingProperty.NextVisible(false); |
|||
if (currentProperty.NextVisible(true)) |
|||
{ |
|||
do |
|||
{ |
|||
if (SerializedProperty.EqualContents(currentProperty, nextSiblingProperty)) |
|||
break; |
|||
if (currentProperty.type.Contains("managedReference") && |
|||
currentProperty.managedReferenceFieldTypename == StaticData.samplerSerializedFieldType) |
|||
m_PropertiesContainer.Add(new SamplerElement(currentProperty.Copy(), parameter)); |
|||
else |
|||
{ |
|||
var propertyField = new PropertyField(currentProperty.Copy()); |
|||
propertyField.Bind(currentProperty.serializedObject); |
|||
m_PropertiesContainer.Add(propertyField); |
|||
} |
|||
} while (currentProperty.NextVisible(false)); |
|||
} |
|||
} |
|||
|
|||
void CreateCategoricalParameterFields() |
|||
{ |
|||
var template = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( |
|||
$"{StaticData.uxmlDir}/CategoricalParameterTemplate.uxml").CloneTree(); |
|||
|
|||
var optionsProperty = m_SerializedProperty.FindPropertyRelative("m_Categories"); |
|||
var probabilitiesProperty = m_SerializedProperty.FindPropertyRelative("probabilities"); |
|||
var probabilities = categoricalParameter.probabilities; |
|||
|
|||
var listView = template.Q<ListView>("options"); |
|||
listView.itemsSource = probabilities; |
|||
listView.itemHeight = 22; |
|||
listView.selectionType = SelectionType.None; |
|||
listView.style.flexGrow = 1.0f; |
|||
listView.style.height = new StyleLength(listView.itemHeight * 4); |
|||
|
|||
VisualElement MakeItem() => new CategoricalOptionElement( |
|||
optionsProperty, probabilitiesProperty); |
|||
listView.makeItem = MakeItem; |
|||
|
|||
void BindItem(VisualElement e, int i) |
|||
{ |
|||
var optionElement = (CategoricalOptionElement)e; |
|||
optionElement.BindProperties(i); |
|||
var removeButton = optionElement.Q<Button>("remove"); |
|||
removeButton.clicked += () => |
|||
{ |
|||
probabilitiesProperty.DeleteArrayElementAtIndex(i); |
|||
|
|||
// First delete sets option to null, second delete removes option
|
|||
var numOptions = optionsProperty.arraySize; |
|||
optionsProperty.DeleteArrayElementAtIndex(i); |
|||
if (numOptions == optionsProperty.arraySize) |
|||
optionsProperty.DeleteArrayElementAtIndex(i); |
|||
|
|||
m_SerializedProperty.serializedObject.ApplyModifiedProperties(); |
|||
listView.itemsSource = categoricalParameter.probabilities; |
|||
listView.Refresh(); |
|||
}; |
|||
} |
|||
listView.bindItem = BindItem; |
|||
|
|||
var addOptionButton = template.Q<Button>("add-option"); |
|||
addOptionButton.clicked += () => |
|||
{ |
|||
probabilitiesProperty.arraySize++; |
|||
optionsProperty.arraySize++; |
|||
m_SerializedProperty.serializedObject.ApplyModifiedProperties(); |
|||
listView.itemsSource = categoricalParameter.probabilities; |
|||
listView.Refresh(); |
|||
listView.ScrollToItem(probabilitiesProperty.arraySize); |
|||
}; |
|||
|
|||
var addFolderButton = template.Q<Button>("add-folder"); |
|||
if (categoricalParameter.sampleType.IsSubclassOf(typeof(Object))) |
|||
{ |
|||
addFolderButton.clicked += () => |
|||
{ |
|||
var folderPath = EditorUtility.OpenFolderPanel( |
|||
"Add Options From Folder", Application.dataPath, string.Empty); |
|||
if (folderPath == string.Empty) |
|||
return; |
|||
var categories = LoadAssetsFromFolder(folderPath, categoricalParameter.sampleType); |
|||
probabilitiesProperty.arraySize += categories.Count; |
|||
optionsProperty.arraySize += categories.Count; |
|||
var uniformProbability = 1f / categories.Count; |
|||
for (var i = 0; i < categories.Count; i++) |
|||
{ |
|||
var optionProperty = optionsProperty.GetArrayElementAtIndex(i); |
|||
var probabilityProperty = probabilitiesProperty.GetArrayElementAtIndex(i); |
|||
optionProperty.objectReferenceValue = categories[i]; |
|||
probabilityProperty.floatValue = uniformProbability; |
|||
} |
|||
m_SerializedProperty.serializedObject.ApplyModifiedProperties(); |
|||
listView.itemsSource = categoricalParameter.probabilities; |
|||
listView.Refresh(); |
|||
}; |
|||
} |
|||
else |
|||
addFolderButton.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None); |
|||
|
|||
var clearOptionsButton = template.Q<Button>("clear-options"); |
|||
clearOptionsButton.clicked += () => |
|||
{ |
|||
probabilitiesProperty.arraySize = 0; |
|||
optionsProperty.arraySize = 0; |
|||
m_SerializedProperty.serializedObject.ApplyModifiedProperties(); |
|||
listView.itemsSource = categoricalParameter.probabilities; |
|||
listView.Refresh(); |
|||
}; |
|||
|
|||
var scrollView = listView.Q<ScrollView>(); |
|||
listView.RegisterCallback<WheelEvent>(evt => |
|||
{ |
|||
if (Mathf.Approximately(scrollView.verticalScroller.highValue, 0f)) |
|||
return; |
|||
if ((scrollView.scrollOffset.y <= 0f && evt.delta.y < 0f) || |
|||
scrollView.scrollOffset.y >= scrollView.verticalScroller.highValue && evt.delta.y > 0f) |
|||
evt.StopImmediatePropagation(); |
|||
}); |
|||
|
|||
var uniformToggle = template.Q<Toggle>("uniform"); |
|||
var uniformProperty = m_SerializedProperty.FindPropertyRelative("uniform"); |
|||
uniformToggle.BindProperty(uniformProperty); |
|||
void ToggleProbabilityFields(bool toggle) |
|||
{ |
|||
if (toggle) |
|||
listView.AddToClassList("uniform-probability"); |
|||
else |
|||
listView.RemoveFromClassList("uniform-probability"); |
|||
} |
|||
ToggleProbabilityFields(uniformToggle.value); |
|||
if (Application.isPlaying) |
|||
uniformToggle.SetEnabled(false); |
|||
else |
|||
uniformToggle.RegisterCallback<ChangeEvent<bool>>(evt => ToggleProbabilityFields(evt.newValue)); |
|||
|
|||
var seedField = template.Q<IntegerField>("seed"); |
|||
seedField.BindProperty(m_SerializedProperty.FindPropertyRelative("m_Sampler.<baseSeed>k__BackingField")); |
|||
|
|||
m_PropertiesContainer.Add(template); |
|||
} |
|||
|
|||
static List<Object> LoadAssetsFromFolder(string folderPath, Type assetType) |
|||
{ |
|||
if (!folderPath.StartsWith(Application.dataPath)) |
|||
throw new ApplicationException("Selected folder is not an asset folder in this project"); |
|||
var assetsPath = "Assets" + folderPath.Remove(0, Application.dataPath.Length); |
|||
var assetIds = AssetDatabase.FindAssets($"t:{assetType.Name}", new []{assetsPath}); |
|||
var assets = new List<Object>(); |
|||
foreach (var guid in assetIds) |
|||
assets.Add(AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), assetType)); |
|||
return assets; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: b15caa7425ab4b9a8367bd544ab4730d |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: ea72d77c64d1447aa195e2068f02cf74 |
|||
timeCreated: 1595279847 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: 7df00c41d9394fa0ae239349350cb563 |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: b4fa54f5ed5d4d67a278fa8b42dc55cb |
|||
timeCreated: 1596171029 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
using System; |
|||
using UnityEditor; |
|||
using UnityEditor.UIElements; |
|||
using UnityEngine.Experimental.Perception.Randomization.Editor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Randomizers; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.VisualElements |
|||
{ |
|||
class RandomizerElement : VisualElement |
|||
{ |
|||
SerializedProperty m_Collapsed; |
|||
SerializedProperty m_Property; |
|||
VisualElement m_PropertiesContainer; |
|||
|
|||
Randomizer randomizer => (Randomizer)StaticData.GetManagedReferenceValue(m_Property); |
|||
|
|||
public Type randomizerType => randomizer.GetType(); |
|||
|
|||
const string k_CollapsedParameterClass = "collapsed"; |
|||
|
|||
public RandomizerList randomizerList { get; } |
|||
|
|||
public bool collapsed |
|||
{ |
|||
get => m_Collapsed.boolValue; |
|||
set |
|||
{ |
|||
m_Collapsed.boolValue = value; |
|||
m_Property.serializedObject.ApplyModifiedProperties(); |
|||
if (value) |
|||
AddToClassList(k_CollapsedParameterClass); |
|||
else |
|||
RemoveFromClassList(k_CollapsedParameterClass); |
|||
} |
|||
} |
|||
|
|||
public RandomizerElement(SerializedProperty property, RandomizerList randomizerList) |
|||
{ |
|||
m_Property = property; |
|||
this.randomizerList = randomizerList; |
|||
m_Collapsed = property.FindPropertyRelative("collapsed"); |
|||
AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( |
|||
$"{StaticData.uxmlDir}/RandomizerElement.uxml").CloneTree(this); |
|||
|
|||
var classNameLabel = this.Q<TextElement>("class-name"); |
|||
var splitType = property.managedReferenceFullTypename.Split(' ', '.'); |
|||
classNameLabel.text = splitType[splitType.Length - 1]; |
|||
|
|||
m_PropertiesContainer = this.Q<VisualElement>("properties"); |
|||
|
|||
var collapseToggle = this.Q<VisualElement>("collapse"); |
|||
collapseToggle.RegisterCallback<MouseUpEvent>(evt => collapsed = !collapsed); |
|||
|
|||
var enabledToggle = this.Q<Toggle>("enabled"); |
|||
enabledToggle.BindProperty(property.FindPropertyRelative("<enabled>k__BackingField")); |
|||
|
|||
var removeButton = this.Q<Button>("remove"); |
|||
removeButton.clicked += () => randomizerList.RemoveRandomizer(this); |
|||
|
|||
this.AddManipulator(new DragToReorderManipulator()); |
|||
|
|||
FillPropertiesContainer(); |
|||
} |
|||
|
|||
void FillPropertiesContainer() |
|||
{ |
|||
m_PropertiesContainer.Clear(); |
|||
var iterator = m_Property.Copy(); |
|||
var nextSiblingProperty = m_Property.Copy(); |
|||
nextSiblingProperty.NextVisible(false); |
|||
|
|||
var foundProperties = false; |
|||
if (iterator.NextVisible(true)) |
|||
{ |
|||
do |
|||
{ |
|||
if (SerializedProperty.EqualContents(iterator, nextSiblingProperty)) |
|||
break; |
|||
if (iterator.name == "<enabled>k__BackingField") |
|||
continue; |
|||
foundProperties = true; |
|||
var propertyField = new PropertyField(iterator.Copy()); |
|||
propertyField.Bind(m_Property.serializedObject); |
|||
m_PropertiesContainer.Add(propertyField); |
|||
} while (iterator.NextVisible(false)); |
|||
} |
|||
|
|||
if (!foundProperties) |
|||
m_PropertiesContainer.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b06477660dbb47749bbc3db0aeb5005d |
|||
timeCreated: 1600290125 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using UnityEditor; |
|||
using UnityEditor.UIElements; |
|||
using UnityEngine.Experimental.Perception.Randomization.Editor; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.Experimental.Perception.Randomization.Scenarios; |
|||
using UnityEngine.UIElements; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.VisualElements |
|||
{ |
|||
class RandomizerList : VisualElement |
|||
{ |
|||
SerializedProperty m_Property; |
|||
VisualElement m_Container; |
|||
ToolbarMenu m_AddRandomizerMenu; |
|||
|
|||
ScenarioBase scenario => (ScenarioBase)m_Property.serializedObject.targetObject; |
|||
|
|||
public RandomizerList(SerializedProperty property) |
|||
{ |
|||
m_Property = property; |
|||
AssetDatabase.LoadAssetAtPath<VisualTreeAsset>( |
|||
$"{StaticData.uxmlDir}/RandomizerList.uxml").CloneTree(this); |
|||
|
|||
m_Container = this.Q<VisualElement>("randomizers-container"); |
|||
m_AddRandomizerMenu = this.Q<ToolbarMenu>("add-randomizer"); |
|||
|
|||
var expandAllButton = this.Q<Button>("expand-all"); |
|||
expandAllButton.clicked += () => CollapseRandomizers(false); |
|||
|
|||
var collapseAllButton = this.Q<Button>("collapse-all"); |
|||
collapseAllButton.clicked += () => CollapseRandomizers(true); |
|||
|
|||
RefreshList(); |
|||
} |
|||
|
|||
void RefreshList() |
|||
{ |
|||
m_Container.Clear(); |
|||
for (var i = 0; i < m_Property.arraySize; i++) |
|||
m_Container.Add(new RandomizerElement(m_Property.GetArrayElementAtIndex(i), this)); |
|||
SetMenuOptions(); |
|||
} |
|||
|
|||
void SetMenuOptions() |
|||
{ |
|||
m_AddRandomizerMenu.menu.MenuItems().Clear(); |
|||
var typeSet = new HashSet<Type>(); |
|||
foreach (var randomizer in scenario.randomizers) |
|||
typeSet.Add(randomizer.GetType()); |
|||
foreach (var randomizerType in StaticData.randomizerTypes) |
|||
{ |
|||
if (typeSet.Contains(randomizerType)) |
|||
continue; |
|||
m_AddRandomizerMenu.menu.AppendAction( |
|||
Parameter.GetDisplayName(randomizerType), |
|||
a => { AddRandomizer(randomizerType); }); |
|||
} |
|||
} |
|||
|
|||
void AddRandomizer(Type randomizerType) |
|||
{ |
|||
var newRandomizer = scenario.CreateRandomizer(randomizerType); |
|||
newRandomizer.RandomizeParameterSeeds(); |
|||
m_Property.serializedObject.Update(); |
|||
RefreshList(); |
|||
} |
|||
|
|||
public void RemoveRandomizer(RandomizerElement element) |
|||
{ |
|||
scenario.RemoveRandomizer(element.randomizerType); |
|||
m_Property.serializedObject.Update(); |
|||
RefreshList(); |
|||
} |
|||
|
|||
public void ReorderRandomizer(int currentIndex, int nextIndex) |
|||
{ |
|||
if (currentIndex == nextIndex) |
|||
return; |
|||
scenario.ReorderRandomizer(currentIndex, nextIndex); |
|||
m_Property.serializedObject.Update(); |
|||
RefreshList(); |
|||
} |
|||
|
|||
void CollapseRandomizers(bool collapsed) |
|||
{ |
|||
foreach (var child in m_Container.Children()) |
|||
((RandomizerElement)child).collapsed = collapsed; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: dcef5294bac746bbad269c94b529f7df |
|||
timeCreated: 1600366159 |
|
|||
fileFormatVersion: 2 |
|||
<<<<<<< HEAD |
|||
guid: 134b50014b9f4c0694a087d3529ea4c2 |
|||
timeCreated: 1600754567 |
|||
======= |
|||
guid: b367f8f2cb8e465ca2d60ccbd5414a14 |
|||
timeCreated: 1595277943 |
|||
>>>>>>> 86d25d2... implemented parameter behaviours |
|
|||
using System; |
|||
using Unity.Mathematics; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Parameters |
|||
{ |
|||
/// <summary>
|
|||
/// A struct representing the hue, saturation, value, and alpha components of a particular color
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public struct ColorHsva |
|||
{ |
|||
/// <summary>
|
|||
/// A float value representing the hue component of a color
|
|||
/// </summary>
|
|||
public float h; |
|||
|
|||
/// <summary>
|
|||
/// A float value representing the saturation component of a color
|
|||
/// </summary>
|
|||
public float s; |
|||
|
|||
/// <summary>
|
|||
/// A float value representing the value component of a color
|
|||
/// </summary>
|
|||
public float v; |
|||
|
|||
/// <summary>
|
|||
/// A float value representing the alpha component of a color
|
|||
/// </summary>
|
|||
public float a; |
|||
|
|||
/// <summary>
|
|||
/// Constructs an ColorHsva struct
|
|||
/// </summary>
|
|||
/// <param name="h">Hue</param>
|
|||
/// <param name="s">Saturation</param>
|
|||
/// <param name="v">Value</param>
|
|||
/// <param name="a">Alpha</param>
|
|||
public ColorHsva(float h, float s, float v, float a) |
|||
{ |
|||
this.h = h; |
|||
this.s = s; |
|||
this.v = v; |
|||
this.a = a; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Implicitly converts an HSVA Color to a float4
|
|||
/// </summary>
|
|||
/// <param name="c">The HSVA color to convert to a float4</param>
|
|||
/// <returns>A new float4</returns>
|
|||
public static implicit operator float4(ColorHsva c) => new float4(c.h, c.s, c.v, c.a); |
|||
|
|||
/// <summary>
|
|||
/// Implicitly converts an float4 to an HSVA color
|
|||
/// </summary>
|
|||
/// <param name="f">The float4 to convert to an HSVA color</param>
|
|||
/// <returns>A new HSVA color</returns>
|
|||
public static implicit operator ColorHsva(float4 f) => new ColorHsva(f.x, f.y, f.z, f.w); |
|||
|
|||
/// <summary>
|
|||
/// Implicitly converts an HSVA Color to a Vector4
|
|||
/// </summary>
|
|||
/// <param name="c">The HSVA color to convert to a Vector4</param>
|
|||
/// <returns>A new Vector4</returns>
|
|||
public static implicit operator Vector4(ColorHsva c) => new float4(c.h, c.s, c.v, c.a); |
|||
|
|||
/// <summary>
|
|||
/// Implicitly converts an Vector4 to an HSVA color
|
|||
/// </summary>
|
|||
/// <param name="v">The Vector4 color to convert to an HSVA color</param>
|
|||
/// <returns>A new HSVA color</returns>
|
|||
public static implicit operator ColorHsva(Vector4 v) => new ColorHsva(v.x, v.y, v.z, v.w); |
|||
|
|||
/// <summary>
|
|||
/// Converts an HSVA Color to an RGBA Color
|
|||
/// </summary>
|
|||
/// <param name="c">The HSVA color to convert to RGBA</param>
|
|||
/// <returns>A new RGBA color</returns>
|
|||
public static explicit operator Color(ColorHsva c) |
|||
{ |
|||
var color = Color.HSVToRGB(c.h, c.s, c.v); |
|||
color.a = c.a; |
|||
return color; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Converts an RGBA Color to an HSVA Color
|
|||
/// </summary>
|
|||
/// <param name="c">The RGBA color to convert to HSVA</param>
|
|||
/// <returns>A new HSVA color</returns>
|
|||
public static explicit operator ColorHsva(Color c) |
|||
{ |
|||
Color.RGBToHSV(c, out var h, out var s, out var v); |
|||
return new ColorHsva(h, s, v, c.a); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Generates a string representation of a ColorHsva
|
|||
/// </summary>
|
|||
/// <returns>A string representing the components of this ColorHsva</returns>
|
|||
public override string ToString() |
|||
{ |
|||
return $"ColorHsva({h}, {s}, {v}, {a})"; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: ccdce8798ec146649d4714046529de2c |
|||
timeCreated: 1598326388 |
|
|||
using System; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Parameters |
|||
{ |
|||
/// <summary>
|
|||
/// A categorical parameter for generating ColorHsva samples
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public class ColorHsvaCategoricalParameter : CategoricalParameter<ColorHsva> { } |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: e7985c4ea0bf49578e9cabd2c1a63cb6 |
|||
timeCreated: 1598217458 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using Unity.Burst; |
|||
using Unity.Collections; |
|||
using Unity.Jobs; |
|||
using UnityEngine.Experimental.Perception.Randomization.Samplers; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Parameters |
|||
{ |
|||
/// <summary>
|
|||
/// A numeric parameter for generating color samples using HSVA samplers
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public class ColorHsvaParameter : NumericParameter<Color> |
|||
{ |
|||
/// <summary>
|
|||
/// The sampler used for randomizing the hue component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler hue = new UniformSampler(0f, 1f); |
|||
|
|||
/// <summary>
|
|||
/// The sampler used for randomizing the saturation component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler saturation = new UniformSampler(0f, 1f); |
|||
|
|||
/// <summary>
|
|||
/// The sampler used for randomizing the value component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler value = new UniformSampler(0f, 1f); |
|||
|
|||
/// <summary>
|
|||
/// The sampler used for randomizing the alpha component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler alpha = new ConstantSampler(1f); |
|||
|
|||
/// <summary>
|
|||
/// Returns an IEnumerable that iterates over each sampler field in this parameter
|
|||
/// </summary>
|
|||
public override IEnumerable<ISampler> samplers |
|||
{ |
|||
get |
|||
{ |
|||
yield return hue; |
|||
yield return saturation; |
|||
yield return value; |
|||
yield return alpha; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Generates an RGBA color sample
|
|||
/// </summary>
|
|||
/// <returns>The generated RGBA sample</returns>
|
|||
public override Color Sample() |
|||
{ |
|||
var color = Color.HSVToRGB(hue.Sample(), saturation.Sample(), value.Sample()); |
|||
color.a = alpha.Sample(); |
|||
return color; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Generates an HSVA color sample
|
|||
/// </summary>
|
|||
/// <returns>The generated HSVA sample</returns>
|
|||
public ColorHsva SampleHsva() |
|||
{ |
|||
return new ColorHsva(hue.Sample(), saturation.Sample(), value.Sample(), alpha.Sample()); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Schedules a job to generate an array of RGBA color samples
|
|||
/// </summary>
|
|||
/// <param name="sampleCount">The number of samples to generate</param>
|
|||
/// <param name="jobHandle">The handle of the scheduled job</param>
|
|||
/// <returns>A NativeArray of samples</returns>
|
|||
public override NativeArray<Color> Samples(int sampleCount, out JobHandle jobHandle) |
|||
{ |
|||
var samples = new NativeArray<Color>(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); |
|||
var hueRng = hue.Samples(sampleCount, out var hueHandle); |
|||
var satRng = saturation.Samples(sampleCount, out var satHandle); |
|||
var valRng = value.Samples(sampleCount, out var valHandle); |
|||
var alphaRng = alpha.Samples(sampleCount, out var alphaHandle); |
|||
|
|||
var handles = new NativeArray<JobHandle>(4, Allocator.TempJob) |
|||
{ |
|||
[0] = hueHandle, |
|||
[1] = satHandle, |
|||
[2] = valHandle, |
|||
[3] = alphaHandle |
|||
}; |
|||
var combinedJobHandles = JobHandle.CombineDependencies(handles); |
|||
|
|||
jobHandle = new SamplesJob |
|||
{ |
|||
hueRng = hueRng, |
|||
satRng = satRng, |
|||
valRng = valRng, |
|||
alphaRng = alphaRng, |
|||
samples = samples |
|||
}.Schedule(combinedJobHandles); |
|||
handles.Dispose(jobHandle); |
|||
|
|||
return samples; |
|||
} |
|||
|
|||
[BurstCompile] |
|||
struct SamplesJob : IJob |
|||
{ |
|||
[DeallocateOnJobCompletion] public NativeArray<float> hueRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> satRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> valRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> alphaRng; |
|||
public NativeArray<Color> samples; |
|||
|
|||
static Color CreateColorHsva(float h, float s, float v, float a) |
|||
{ |
|||
var color = Color.HSVToRGB(h, s, v); |
|||
color.a = a; |
|||
return color; |
|||
} |
|||
|
|||
public void Execute() |
|||
{ |
|||
for (var i = 0; i < samples.Length; i++) |
|||
samples[i] = CreateColorHsva(hueRng[i], satRng[i], valRng[i], alphaRng[i]); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Schedules a job to generate an array of HSVA color samples
|
|||
/// </summary>
|
|||
/// <param name="sampleCount">The number of samples to generate</param>
|
|||
/// <param name="jobHandle">The handle of the scheduled job</param>
|
|||
/// <returns>A NativeArray of samples</returns>
|
|||
public NativeArray<ColorHsva> SamplesHsva(int sampleCount, out JobHandle jobHandle) |
|||
{ |
|||
var samples = new NativeArray<ColorHsva>(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); |
|||
var hueRng = hue.Samples(sampleCount, out var hueHandle); |
|||
var satRng = saturation.Samples(sampleCount, out var satHandle); |
|||
var valRng = value.Samples(sampleCount, out var valHandle); |
|||
var alphaRng = alpha.Samples(sampleCount, out var alphaHandle); |
|||
|
|||
var handles = new NativeArray<JobHandle>(4, Allocator.TempJob) |
|||
{ |
|||
[0] = hueHandle, |
|||
[1] = satHandle, |
|||
[2] = valHandle, |
|||
[3] = alphaHandle |
|||
}; |
|||
var combinedJobHandles = JobHandle.CombineDependencies(handles); |
|||
|
|||
jobHandle = new SamplesHsvaJob |
|||
{ |
|||
hueRng = hueRng, |
|||
satRng = satRng, |
|||
valRng = valRng, |
|||
alphaRng = alphaRng, |
|||
samples = samples |
|||
}.Schedule(combinedJobHandles); |
|||
handles.Dispose(jobHandle); |
|||
|
|||
return samples; |
|||
} |
|||
|
|||
[BurstCompile] |
|||
struct SamplesHsvaJob : IJob |
|||
{ |
|||
[DeallocateOnJobCompletion] public NativeArray<float> hueRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> satRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> valRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> alphaRng; |
|||
public NativeArray<ColorHsva> samples; |
|||
|
|||
public void Execute() |
|||
{ |
|||
for (var i = 0; i < samples.Length; i++) |
|||
samples[i] = new ColorHsva(hueRng[i], satRng[i], valRng[i], alphaRng[i]); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Parameters |
|||
{ |
|||
/// <summary>
|
|||
/// A categorical parameter for generating RGBA color samples
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public class ColorRgbCategoricalParameter : CategoricalParameter<Color> { } |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: f4bd575c48a145ec9b63eb48ce636ed7 |
|||
timeCreated: 1598251957 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using Unity.Burst; |
|||
using Unity.Collections; |
|||
using Unity.Jobs; |
|||
using UnityEngine.Experimental.Perception.Randomization.Samplers; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Parameters |
|||
{ |
|||
/// <summary>
|
|||
/// A numeric parameter for generating RGBA color samples
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public class ColorRgbParameter : NumericParameter<Color> |
|||
{ |
|||
/// <summary>
|
|||
/// The sampler used for randomizing the red component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler red = new UniformSampler(0f, 1f); |
|||
|
|||
/// <summary>
|
|||
/// The sampler used for randomizing the green component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler green = new UniformSampler(0f, 1f); |
|||
|
|||
/// <summary>
|
|||
/// The sampler used for randomizing the blue component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler blue = new UniformSampler(0f, 1f); |
|||
|
|||
/// <summary>
|
|||
/// The sampler used for randomizing the alpha component of generated samples
|
|||
/// </summary>
|
|||
[SerializeReference] public ISampler alpha = new ConstantSampler(1f); |
|||
|
|||
/// <summary>
|
|||
/// Returns an IEnumerable that iterates over each sampler field in this parameter
|
|||
/// </summary>
|
|||
public override IEnumerable<ISampler> samplers |
|||
{ |
|||
get |
|||
{ |
|||
yield return red; |
|||
yield return green; |
|||
yield return blue; |
|||
yield return alpha; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Generates an RGBA color sample
|
|||
/// </summary>
|
|||
/// <returns>The generated RGBA sample</returns>
|
|||
public override Color Sample() |
|||
{ |
|||
return new Color(red.Sample(), green.Sample(), blue.Sample(), alpha.Sample()); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Schedules a job to generate an array of samples
|
|||
/// </summary>
|
|||
/// <param name="sampleCount">The number of samples to generate</param>
|
|||
/// <param name="jobHandle">The handle of the scheduled job</param>
|
|||
/// <returns>A NativeArray of samples</returns>
|
|||
public override NativeArray<Color> Samples(int sampleCount, out JobHandle jobHandle) |
|||
{ |
|||
var samples = new NativeArray<Color>(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); |
|||
var redRng = red.Samples(sampleCount, out var redHandle); |
|||
var greenRng = green.Samples(sampleCount, out var greenHandle); |
|||
var blueRng = blue.Samples(sampleCount, out var blueHandle); |
|||
var alphaRng = alpha.Samples(sampleCount, out var alphaHandle); |
|||
|
|||
var handles = new NativeArray<JobHandle>(4, Allocator.TempJob) |
|||
{ |
|||
[0] = redHandle, |
|||
[1] = greenHandle, |
|||
[2] = blueHandle, |
|||
[3] = alphaHandle |
|||
}; |
|||
var combinedJobHandles = JobHandle.CombineDependencies(handles); |
|||
|
|||
jobHandle = new SamplesJob |
|||
{ |
|||
redRng = redRng, |
|||
greenRng = greenRng, |
|||
blueRng = blueRng, |
|||
alphaRng = alphaRng, |
|||
samples = samples |
|||
}.Schedule(combinedJobHandles); |
|||
handles.Dispose(jobHandle); |
|||
|
|||
return samples; |
|||
} |
|||
|
|||
[BurstCompile] |
|||
struct SamplesJob : IJob |
|||
{ |
|||
[DeallocateOnJobCompletion] public NativeArray<float> redRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> greenRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> blueRng; |
|||
[DeallocateOnJobCompletion] public NativeArray<float> alphaRng; |
|||
public NativeArray<Color> samples; |
|||
|
|||
public void Execute() |
|||
{ |
|||
for (var i = 0; i < samples.Length; i++) |
|||
samples[i] = new Color(redRng[i], greenRng[i], blueRng[i], alphaRng[i]); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: a4fdf61227254683a9950f586d6e8f57 |
|||
timeCreated: 1598252064 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.Experimental.Perception.Randomization.Scenarios; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Randomizers |
|||
{ |
|||
/// <summary>
|
|||
/// Derive Randomizer to implement systems that randomize GameObjects and/or simulation properties.
|
|||
/// </summary>
|
|||
/// <remark>
|
|||
/// Known issue:
|
|||
/// https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode
|
|||
/// </remark>
|
|||
[Serializable] |
|||
public abstract class Randomizer |
|||
{ |
|||
bool m_PreviouslyEnabled; |
|||
// ReSharper disable once InconsistentNaming
|
|||
internal ScenarioBase m_Scenario; |
|||
// ReSharper disable once InconsistentNaming
|
|||
internal RandomizerTagManager m_TagManager; |
|||
|
|||
[HideInInspector, SerializeField] internal bool collapsed; |
|||
|
|||
/// <summary>
|
|||
/// Enabled Randomizers are updated, disabled Randomizers are not.
|
|||
/// </summary>
|
|||
[field: SerializeField] public bool enabled { get; set; } = true; |
|||
|
|||
/// <summary>
|
|||
/// Returns the scenario containing this Randomizer
|
|||
/// </summary>
|
|||
public ScenarioBase scenario => m_Scenario; |
|||
|
|||
/// <summary>
|
|||
/// Retrieves the RandomizerTagManager of the scenario containing this Randomizer
|
|||
/// </summary>
|
|||
public RandomizerTagManager tagManager => m_TagManager; |
|||
|
|||
internal IEnumerable<Parameter> parameters |
|||
{ |
|||
get |
|||
{ |
|||
var fields = GetType().GetFields(); |
|||
foreach (var field in fields) |
|||
{ |
|||
if (!field.IsPublic || !field.FieldType.IsSubclassOf(typeof(Parameter))) |
|||
continue; |
|||
var parameter = (Parameter)field.GetValue(this); |
|||
if (parameter == null) |
|||
{ |
|||
parameter = (Parameter)Activator.CreateInstance(field.FieldType); |
|||
field.SetValue(this, parameter); |
|||
} |
|||
yield return parameter; |
|||
} |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// OnCreate is called when the Randomizer is added or loaded to a scenario
|
|||
/// </summary>
|
|||
protected virtual void OnCreate() { } |
|||
|
|||
/// <summary>
|
|||
/// OnIterationStart is called at the start of a new scenario iteration
|
|||
/// </summary>
|
|||
protected virtual void OnIterationStart() { } |
|||
|
|||
/// <summary>
|
|||
/// OnIterationEnd is called the after a scenario iteration has completed
|
|||
/// </summary>
|
|||
protected virtual void OnIterationEnd() { } |
|||
|
|||
/// <summary>
|
|||
/// OnScenarioComplete is called the after the entire scenario has completed
|
|||
/// </summary>
|
|||
protected virtual void OnScenarioComplete() { } |
|||
|
|||
/// <summary>
|
|||
/// OnStartRunning is called on the first frame a Randomizer is enabled
|
|||
/// </summary>
|
|||
protected virtual void OnStartRunning() { } |
|||
|
|||
/// <summary>
|
|||
/// OnStartRunning is called on the first frame a disabled Randomizer is updated
|
|||
/// </summary>
|
|||
protected virtual void OnStopRunning() { } |
|||
|
|||
/// <summary>
|
|||
/// OnUpdate is executed every frame for enabled Randomizers
|
|||
/// </summary>
|
|||
protected virtual void OnUpdate() { } |
|||
|
|||
internal virtual void Create() |
|||
{ |
|||
OnCreate(); |
|||
} |
|||
|
|||
internal virtual void IterationStart() |
|||
{ |
|||
OnIterationStart(); |
|||
} |
|||
|
|||
internal virtual void IterationEnd() |
|||
{ |
|||
OnIterationEnd(); |
|||
} |
|||
|
|||
internal virtual void ScenarioComplete() |
|||
{ |
|||
OnScenarioComplete(); |
|||
} |
|||
|
|||
internal void Update() |
|||
{ |
|||
if (enabled) |
|||
{ |
|||
if (!m_PreviouslyEnabled) |
|||
{ |
|||
m_PreviouslyEnabled = true; |
|||
OnStartRunning(); |
|||
} |
|||
OnUpdate(); |
|||
} |
|||
else if (m_PreviouslyEnabled) |
|||
{ |
|||
m_PreviouslyEnabled = false; |
|||
OnStopRunning(); |
|||
} |
|||
} |
|||
|
|||
internal void RandomizeParameterSeeds() |
|||
{ |
|||
foreach (var parameter in parameters) |
|||
parameter.RandomizeSamplers(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 3a0043de777a49488339296ce069550d |
|||
timeCreated: 1600274620 |
|
|||
using System; |
|||
using UnityEngine.Experimental.Perception.Randomization.Scenarios; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Randomizers |
|||
{ |
|||
/// <summary>
|
|||
/// Derive the RandomizerTag class to create new tag components.
|
|||
/// RandomizerTags are used to help randomizers query for a set of GameObjects to randomize.
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public abstract class RandomizerTag : MonoBehaviour |
|||
{ |
|||
void Awake() |
|||
{ |
|||
ScenarioBase.activeScenario.tagManager.AddTag(GetType(), gameObject); |
|||
} |
|||
|
|||
void OnDestroy() |
|||
{ |
|||
var scenario = ScenarioBase.activeScenario; |
|||
if (scenario) |
|||
scenario.tagManager.RemoveTag(GetType(), gameObject); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1a4fbe784c3d410988a620711a78a68c |
|||
timeCreated: 1600717080 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
|
|||
namespace UnityEngine.Experimental.Perception.Randomization.Randomizers |
|||
{ |
|||
/// <summary>
|
|||
/// Organizes RandomizerTags attached to GameObjects in the scene
|
|||
/// </summary>
|
|||
public class RandomizerTagManager |
|||
{ |
|||
Dictionary<Type, HashSet<GameObject>> m_TagMap = new Dictionary<Type, HashSet<GameObject>>(); |
|||
|
|||
/// <summary>
|
|||
/// Returns a list of all GameObjects in the scene that have a RandomizerTag of the given type
|
|||
/// </summary>
|
|||
/// <typeparam name="T">The type of RandomizerTag to query for</typeparam>
|
|||
/// <returns>A list of GameObjects with the given RandomizerTag</returns>
|
|||
public GameObject[] Query<T>() where T : RandomizerTag |
|||
{ |
|||
var type = typeof(T); |
|||
return m_TagMap.ContainsKey(type) ? m_TagMap[type].ToArray() : new GameObject[0]; |
|||
} |
|||
|
|||
internal void AddTag(Type tagType, GameObject obj) |
|||
{ |
|||
if (m_TagMap.ContainsKey(tagType)) |
|||
{ |
|||
m_TagMap[tagType].Add(obj); |
|||
} |
|||
else |
|||
{ |
|||
var newSet = new HashSet<GameObject> { obj }; |
|||
m_TagMap.Add(tagType, newSet); |
|||
} |
|||
} |
|||
|
|||
internal void RemoveTag(Type tagType, GameObject obj) |
|||
{ |
|||
if (m_TagMap.ContainsKey(tagType)) |
|||
m_TagMap[tagType].Remove(obj); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: f9218725d6964d589d0dcb001e29744d |
|||
timeCreated: 1600717731 |
|
|||
using UnityEngine.Experimental.Perception.Randomization.Randomizers; |
|||
|
|||
namespace RandomizationTests.RandomizerTests |
|||
{ |
|||
public class ExampleTag : RandomizerTag { } |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 03b2ff8b0d794506bd887a94204d85f4 |
|||
timeCreated: 1600747384 |
|
|||
using Unity.Mathematics; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.Perception.Randomization.Parameters; |
|||
using UnityEngine.Experimental.Perception.Randomization.Randomizers; |
|||
|
|||
namespace RandomizationTests.RandomizerTests |
|||
{ |
|||
public class ExampleTransformRandomizer : Randomizer |
|||
{ |
|||
public Vector3Parameter position = new Vector3Parameter(); |
|||
public Vector3Parameter rotation = new Vector3Parameter(); |
|||
|
|||
public Transform transform; |
|||
|
|||
protected override void OnCreate() |
|||
{ |
|||
transform = scenario.transform; |
|||
} |
|||
|
|||
protected override void OnUpdate() |
|||
{ |
|||
transform.position = position.Sample(); |
|||
} |
|||
|
|||
protected override void OnIterationStart() |
|||
{ |
|||
transform.rotation = quaternion.Euler(rotation.Sample()); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 9ea673939dfa4285b0752c784d21f3f3 |
|||
timeCreated: 1600744655 |
|
|||
using NUnit.Framework; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.Perception.Randomization.Scenarios; |
|||
using Assert = Unity.Assertions.Assert; |
|||
|
|||
namespace RandomizationTests.RandomizerTests |
|||
{ |
|||
[TestFixture] |
|||
public class RandomizerTagTests |
|||
{ |
|||
GameObject m_TestObject; |
|||
FixedLengthScenario m_Scenario; |
|||
|
|||
[SetUp] |
|||
public void Setup() |
|||
{ |
|||
m_TestObject = new GameObject(); |
|||
m_Scenario = m_TestObject.AddComponent<FixedLengthScenario>(); |
|||
} |
|||
|
|||
[TearDown] |
|||
public void TearDown() |
|||
{ |
|||
Object.DestroyImmediate(m_TestObject); |
|||
} |
|||
|
|||
[Test] |
|||
public void TagQueryFindsCorrectNumberOfGameObjects() |
|||
{ |
|||
const int copyCount = 5; |
|||
var gameObject = new GameObject(); |
|||
gameObject.AddComponent<ExampleTag>(); |
|||
for (var i = 0; i < copyCount - 1; i++) |
|||
Object.Instantiate(gameObject); |
|||
|
|||
var queriedObjects = m_Scenario.tagManager.Query<ExampleTag>(); |
|||
Assert.AreEqual(queriedObjects.Length, copyCount); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: adcecb355e194c7e8212f1c2de0e5176 |
|||
timeCreated: 1600747276 |
|
|||
using System.Collections; |
|||
using NUnit.Framework; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.Perception.Randomization.Scenarios; |
|||
using UnityEngine.TestTools; |
|||
|
|||
namespace RandomizationTests.RandomizerTests |
|||
{ |
|||
[TestFixture] |
|||
public class RandomizerTests |
|||
{ |
|||
GameObject m_TestObject; |
|||
FixedLengthScenario m_Scenario; |
|||
|
|||
[SetUp] |
|||
public void Setup() |
|||
{ |
|||
m_TestObject = new GameObject(); |
|||
} |
|||
|
|||
[TearDown] |
|||
public void TearDown() |
|||
{ |
|||
Object.DestroyImmediate(m_TestObject); |
|||
} |
|||
|
|||
// TODO: update this function once the perception camera doesn't skip the first frame
|
|||
IEnumerator CreateNewScenario(int totalIterations, int framesPerIteration) |
|||
{ |
|||
m_Scenario = m_TestObject.AddComponent<FixedLengthScenario>(); |
|||
m_Scenario.quitOnComplete = false; |
|||
m_Scenario.constants.totalIterations = totalIterations; |
|||
m_Scenario.constants.framesPerIteration = framesPerIteration; |
|||
yield return null; // Skip first frame
|
|||
} |
|||
|
|||
[Test] |
|||
public void OneRandomizerInstancePerTypeTest() |
|||
{ |
|||
m_Scenario = m_TestObject.AddComponent<FixedLengthScenario>(); |
|||
m_Scenario.CreateRandomizer<ExampleTransformRandomizer>(); |
|||
Assert.Throws<ScenarioException>(() => m_Scenario.CreateRandomizer<ExampleTransformRandomizer>()); |
|||
} |
|||
|
|||
[UnityTest] |
|||
public IEnumerator OnUpdateExecutesEveryFrame() |
|||
{ |
|||
yield return CreateNewScenario(10, 1); |
|||
m_Scenario.CreateRandomizer<ExampleTransformRandomizer>(); |
|||
var transform = m_TestObject.transform; |
|||
var initialPosition = Vector3.zero; |
|||
transform.position = initialPosition; |
|||
|
|||
yield return null; |
|||
Assert.AreNotEqual(initialPosition, transform.position); |
|||
// ReSharper disable once Unity.InefficientPropertyAccess
|
|||
initialPosition = transform.position; |
|||
|
|||
yield return null; |
|||
// ReSharper disable once Unity.InefficientPropertyAccess
|
|||
Assert.AreNotEqual(initialPosition, transform.position); |
|||
} |
|||
|
|||
[UnityTest] |
|||
public IEnumerator OnIterationStartExecutesEveryIteration() |
|||
{ |
|||
yield return CreateNewScenario(10, 2); |
|||
m_Scenario.CreateRandomizer<ExampleTransformRandomizer>(); |
|||
var transform = m_TestObject.transform; |
|||
var initialRotation = Quaternion.identity; |
|||
transform.rotation = initialRotation; |
|||
|
|||
yield return null; |
|||
Assert.AreNotEqual(initialRotation, transform.rotation); |
|||
// ReSharper disable once Unity.InefficientPropertyAccess
|
|||
initialRotation = transform.rotation; |
|||
|
|||
yield return null; |
|||
// ReSharper disable once Unity.InefficientPropertyAccess
|
|||
Assert.AreEqual(initialRotation, transform.rotation); |
|||
// ReSharper disable once Unity.InefficientPropertyAccess
|
|||
initialRotation = transform.rotation; |
|||
|
|||
yield return null; |
|||
// ReSharper disable once Unity.InefficientPropertyAccess
|
|||
Assert.AreNotEqual(initialRotation, transform.rotation); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4eedc6c78eed4f40aea7fa4f3dea0e34 |
|||
timeCreated: 1600744209 |
|
|||
.dark-viewport { |
|||
border-radius: 5px; |
|||
background-color: #191919; |
|||
padding: 2px; |
|||
} |
|||
|
|||
.parameter-container { |
|||
border-width: 2px; |
|||
border-radius: 5px; |
|||
flex-direction: row; |
|||
margin: 2px 1px; |
|||
} |
|||
|
|||
.parameter-type-menu { |
|||
margin: 1px 3px; |
|||
border-width: 1px; |
|||
border-radius: 3px; |
|||
background-color: #585858; |
|||
} |
|||
|
|||
#parameter-type-menu .unity-toolbar-menu__text { |
|||
font-size: 13px; |
|||
padding: 3px; |
|||
} |
|||
|
|||
.sampler-type-menu { |
|||
flex-grow: 1.5; |
|||
border-radius: 3px; |
|||
border-width: 1px; |
|||
margin-top: 2px; |
|||
margin-right: 3px; |
|||
} |
|||
|
|||
.sampler-name { |
|||
/*color: lightgreen;*/ |
|||
-unity-font-style: bold; |
|||
} |
|||
|
|||
.parameter-type-label-container { |
|||
flex-direction: row; |
|||
justify-content: space-between; |
|||
align-items: center; |
|||
margin-bottom: 1px; |
|||
} |
|||
|
|||
.parameter-type-label-box { |
|||
flex-direction: row; |
|||
align-items: center; |
|||
justify-content: flex-start; |
|||
flex-grow: 0; |
|||
-unity-text-align: middle-center; |
|||
border-width: 0; |
|||
padding: 1px; |
|||
font-size: 13px; |
|||
-unity-font-style: bold; |
|||
} |
|||
|
|||
.parameter-type-label { |
|||
color: cornflowerblue; |
|||
/*min-width: 120px;*/ |
|||
-unity-text-align: middle-left; |
|||
} |
|||
|
|||
.parameter-type-label-box .unity-base-text-field__input { |
|||
padding-left: 6px; |
|||
padding-right: 6px; |
|||
} |
|||
|
|||
.unity-toggle { |
|||
margin-left: 0; |
|||
} |
|||
|
|||
.property-selection-container { |
|||
flex-direction: row; |
|||
} |
|||
|
|||
.property-select-menu { |
|||
flex-grow: 1; |
|||
border-width: 1px; |
|||
padding-bottom: 1px; |
|||
border-radius: 3px; |
|||
margin-right: 1px; |
|||
} |
|||
|
|||
.remove-parameter-button { |
|||
background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/X.png"); |
|||
width: 16px; |
|||
height: 16px; |
|||
} |
|||
|
|||
.move-buttons-container { |
|||
width: auto; |
|||
margin-right: 6px; |
|||
border-color: black; |
|||
border-top-left-radius: 3px; |
|||
border-bottom-left-radius: 3px; |
|||
background-color: #2A2A2A; |
|||
padding: 3px 2px; |
|||
justify-content: center; |
|||
} |
|||
|
|||
.drag-handle { |
|||
width: 16px; |
|||
height: 70%; |
|||
min-height: 20px; |
|||
background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/DragHandle.png"); |
|||
} |
|||
|
|||
.move-button { |
|||
border-width: 0; |
|||
width: 42px; |
|||
height: 16px; |
|||
padding: 9px; |
|||
-unity-background-scale-mode: scale-to-fit; |
|||
} |
|||
|
|||
.unity-imgui-container { |
|||
margin-left: 1px; |
|||
margin-right: 3px; |
|||
} |
|||
|
|||
.search-icon { |
|||
width: 16px; |
|||
height: 16px; |
|||
margin-top: 2px; |
|||
flex-shrink: 0; |
|||
background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/Search.png"); |
|||
} |
|||
|
|||
.collapse-parameter-toggle { |
|||
flex-shrink: 0; |
|||
margin-right: 2px; |
|||
width: 12px; |
|||
height: 12px; |
|||
background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/FoldoutOpen.png"); |
|||
} |
|||
|
|||
.collapsed-parameter .collapse-parameter-toggle { |
|||
background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/FoldoutClosed.png"); |
|||
} |
|||
|
|||
.collapsed-parameter .parameter-properties-container { |
|||
display: none; |
|||
} |
|||
|
|||
.collapsed-parameter .move-buttons-container { |
|||
flex-direction: row; |
|||
} |
|||
|
|||
.collapsed-parameter .move-button { |
|||
width: 16px; |
|||
} |
|||
|
|||
.categorical-option { |
|||
flex-direction: row; |
|||
background-color: #3F3F3F; |
|||
margin: 1px; |
|||
border-radius: 4px; |
|||
} |
|||
|
|||
.options-list-view { |
|||
background-color: #191919; |
|||
border-radius: 4px; |
|||
margin-right: 2px; |
|||
padding: 3px; |
|||
border-bottom-right-radius: 0; |
|||
} |
|||
|
|||
.option-property-field { |
|||
width: 0; |
|||
flex-grow: 1; |
|||
flex-shrink: 0; |
|||
} |
|||
|
|||
.uniform-probability .hide-when-uniform { |
|||
display: none; |
|||
} |
|||
|
|||
.add-option-button { |
|||
align-self: flex-end; |
|||
border-width: 0; |
|||
border-top-right-radius: 0; |
|||
border-top-left-radius: 0; |
|||
background-color: #191919; |
|||
margin-top: 0; |
|||
margin-right: 2px; |
|||
} |
|||
|
|||
.add-option-button:hover { |
|||
background-color: #2A2A2A; |
|||
} |
|||
|
|||
.add-option-button:active { |
|||
color: cornflowerblue; |
|||
} |
|||
|
|||
.remove-option-button { |
|||
width: 12px; |
|||
height: 14px; |
|||
background-image: resource("Packages/com.unity.perception/Editor/Randomization/Icons/X.png"); |
|||
} |
|||
|
|||
.parameter-drag-bar { |
|||
width: 100px; |
|||
height: 6px; |
|||
background-color: rgba(100,149,237,0.4); |
|||
position: absolute; |
|||
} |
|||
|
|||
.float-range .unity-base-field__label { |
|||
min-width: auto; |
|||
margin-right: 4px; |
|||
} |
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