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using System;
using Unity.Simulation;
namespace UnityEngine.Experimental.Perception.Randomization.Scenarios
{
/// <summary>
/// Defines a scenario that is compatible with the Run in Unity Simulation window
/// </summary>
/// <typeparam name="T">The type of constants to serialize</typeparam>
public abstract class UnitySimulationScenario<T> : Scenario<T> where T : UnitySimulationConstants, new()
{
/// <summary>
/// Returns whether the entire scenario has completed
/// </summary>
public sealed override bool isScenarioComplete => currentIteration >= constants.totalIterations;
/// <summary>
/// Progresses the current scenario iteration
/// </summary>
protected sealed override void IncrementIteration()
{
currentIteration += constants.instanceCount;
}
/// <summary>
/// Deserializes this scenario's constants from the Unity Simulation AppParams Json file
/// </summary>
public sealed override void Deserialize()
{
if (Configuration.Instance.IsSimulationRunningInCloud())
constants = Configuration.Instance.GetAppParams<T>();
else
base.Deserialize();
currentIteration = constants.instanceIndex;
}
}
/// <summary>
/// A class encapsulating the scenario constants fields required for Unity Simulation cloud execution
/// </summary>
[Serializable]
public class UnitySimulationConstants
{
/// <summary>
/// The total number of iterations to run a scenario for
/// </summary>
public int totalIterations = 100;
/// <summary>
/// The number of Unity Simulation instances assigned to executed this scenario
/// </summary>
public int instanceCount = 1;
/// <summary>
/// The Unity Simulation instance index of the currently executing worker
/// </summary>
public int instanceIndex;
}
}