using System;
using Unity.Simulation;
using UnityEngine.Perception.GroundTruth;
namespace UnityEngine.Perception.Randomization.Scenarios
{
///
/// Derive this class to configure perception data capture while coordinating a scenario
///
/// The type of scenario constants to serialize
public abstract class PerceptionScenario : Scenario where T : ScenarioConstants, new()
{
///
/// The guid used to identify this scenario's Iteration Metric Definition
///
const string k_ScenarioIterationMetricDefinitionId = "DB1B258E-D1D0-41B6-8751-16F601A2E230";
///
/// The metric definition used to report the current scenario iteration
///
MetricDefinition m_IterationMetricDefinition;
///
protected override void OnAwake()
{
m_IterationMetricDefinition = DatasetCapture.RegisterMetricDefinition(
"scenario_iteration", "Iteration information for dataset sequences",
Guid.Parse(k_ScenarioIterationMetricDefinitionId));
}
///
protected override void OnStart()
{
var randomSeedMetricDefinition = DatasetCapture.RegisterMetricDefinition(
"random-seed",
"The random seed used to initialize the random state of the simulation. Only triggered once per simulation.",
Guid.Parse("14adb394-46c0-47e8-a3f0-99e754483b76"));
DatasetCapture.ReportMetric(randomSeedMetricDefinition, new[] { genericConstants.randomSeed });
}
///
protected override void OnIterationStart()
{
DatasetCapture.StartNewSequence();
DatasetCapture.ReportMetric(m_IterationMetricDefinition, new[]
{
new IterationMetricData { iteration = currentIteration }
});
}
///
protected override void OnComplete()
{
DatasetCapture.ResetSimulation();
Manager.Instance.Shutdown();
Quit();
}
///
/// Used to report a scenario iteration as a perception metric
///
struct IterationMetricData
{
// ReSharper disable once NotAccessedField.Local
public int iteration;
}
}
}