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using System;
using Unity.Simulation;
namespace UnityEngine.Perception.Randomization.Scenarios
{
/// <summary>
/// A scenario must derive from this class to be compatible with the Run in
/// Unity Simulation window. The iterations of this scenario will be executed in parallel across a user specified
/// number of worker instances when run in Unity Simulation.
/// </summary>
/// <typeparam name="T">The type of scenario constants to serialize</typeparam>
public abstract class UnitySimulationScenario<T> : PerceptionScenario<T>
where T : UnitySimulationScenarioConstants, new()
{
/// <inheritdoc/>
protected override bool isScenarioReadyToStart
{
get
{
if (!Configuration.Instance.IsSimulationRunningInCloud() && !m_SkippedFirstFrame)
{
m_SkippedFirstFrame = true;
return false;
}
return true;
}
}
/// <inheritdoc/>
protected sealed override bool isScenarioComplete => currentIteration >= constants.totalIterations;
/// <inheritdoc/>
protected override void LoadConfigurationAsset()
{
if (Configuration.Instance.IsSimulationRunningInCloud())
{
var filePath = new Uri(Configuration.Instance.SimulationConfig.app_param_uri).LocalPath;
LoadConfigurationFromFile(filePath);
}
else
{
base.LoadConfigurationAsset();
}
}
/// <inheritdoc/>
protected override void DeserializeConfiguration()
{
base.DeserializeConfiguration();
if (Configuration.Instance.IsSimulationRunningInCloud())
constants.instanceIndex = int.Parse(Configuration.Instance.GetInstanceId()) - 1;
currentIteration = constants.instanceIndex;
}
/// <inheritdoc/>
protected sealed override void IncrementIteration()
{
currentIteration += constants.instanceCount;
}
}
}