using System;
using UnityEngine;
using UnityEngine.Perception.Randomization.Parameters.Attributes;
using UnityEngine.Perception.Randomization.Samplers;
namespace UnityEngine.Perception.Randomization.Parameters
{
///
/// Parameters, in conjunction with a parameter configuration, are used to create convenient interfaces for
/// randomizing simulations.
///
[Serializable]
public abstract class Parameter
{
public string name = "Parameter";
[SerializeField] internal bool collapsed;
[HideInInspector] public ParameterTarget target = new ParameterTarget();
public bool hasTarget => target.gameObject != null;
///
/// Returns meta information regarding this type of parameter
///
public ParameterMetaData MetaData =>
(ParameterMetaData)Attribute.GetCustomAttribute(GetType(), typeof(ParameterMetaData));
///
/// An array containing a reference to each sampler field in this parameter
///
public abstract ISampler[] samplers { get; }
///
/// Resets sampler states and then offsets those states using the current scenario iteration
///
/// The current scenario iteration
public void ResetState(int scenarioIteration)
{
foreach (var sampler in samplers)
sampler.ResetState(scenarioIteration);
}
///
/// The sample type generated by this parameter
///
public abstract Type OutputType { get; }
///
/// Applies one sampled value to this parameters assigned target gameobject
///
public abstract void ApplyToTarget(int seedOffset);
///
/// Validates parameter settings
///
public virtual void Validate()
{
if (hasTarget)
{
if (target.component == null)
throw new ParameterException($"Null component target on parameter \"{name}\"");
if (string.IsNullOrEmpty(target.propertyName))
throw new ParameterException($"Invalid property target on parameter \"{name}\"");
}
}
}
}