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147 行
4.6 KiB
147 行
4.6 KiB
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine.Experimental.Perception.Randomization.Parameters;
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using UnityEngine.Experimental.Perception.Randomization.Scenarios;
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namespace UnityEngine.Experimental.Perception.Randomization.Randomizers
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{
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/// <summary>
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/// Derive Randomizer to implement systems that randomize GameObjects and/or simulation properties.
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/// </summary>
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/// <remark>
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/// Known issue:
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/// https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode
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/// </remark>
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[Serializable]
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public abstract class Randomizer
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{
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bool m_PreviouslyEnabled;
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// ReSharper disable once InconsistentNaming
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ScenarioBase m_Scenario;
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// ReSharper disable once InconsistentNaming
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RandomizerTagManager m_TagManager;
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[HideInInspector, SerializeField] internal bool collapsed;
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/// <summary>
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/// Enabled Randomizers are updated, disabled Randomizers are not.
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/// </summary>
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[field: SerializeField] public bool enabled { get; set; } = true;
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/// <summary>
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/// Returns the scenario containing this Randomizer
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/// </summary>
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public ScenarioBase scenario => m_Scenario;
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/// <summary>
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/// Retrieves the RandomizerTagManager of the scenario containing this Randomizer
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/// </summary>
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public RandomizerTagManager tagManager => m_TagManager;
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internal IEnumerable<Parameter> parameters
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{
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get
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{
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var fields = GetType().GetFields();
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foreach (var field in fields)
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{
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if (!field.IsPublic || !field.FieldType.IsSubclassOf(typeof(Parameter)))
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continue;
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var parameter = (Parameter)field.GetValue(this);
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if (parameter == null)
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{
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parameter = (Parameter)Activator.CreateInstance(field.FieldType);
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field.SetValue(this, parameter);
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}
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yield return parameter;
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}
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}
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}
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/// <summary>
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/// OnCreate is called when the Randomizer is added or loaded to a scenario
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/// </summary>
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protected virtual void OnCreate() { }
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/// <summary>
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/// OnIterationStart is called at the start of a new scenario iteration
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/// </summary>
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protected virtual void OnIterationStart() { }
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/// <summary>
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/// OnIterationEnd is called the after a scenario iteration has completed
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/// </summary>
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protected virtual void OnIterationEnd() { }
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/// <summary>
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/// OnScenarioComplete is called the after the entire scenario has completed
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/// </summary>
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protected virtual void OnScenarioComplete() { }
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/// <summary>
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/// OnStartRunning is called on the first frame a Randomizer is enabled
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/// </summary>
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protected virtual void OnStartRunning() { }
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/// <summary>
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/// OnStartRunning is called on the first frame a disabled Randomizer is updated
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/// </summary>
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protected virtual void OnStopRunning() { }
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/// <summary>
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/// OnUpdate is executed every frame for enabled Randomizers
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/// </summary>
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protected virtual void OnUpdate() { }
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internal void Initialize(ScenarioBase parentScenario, RandomizerTagManager parentTagManager)
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{
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m_Scenario = parentScenario;
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m_TagManager = parentTagManager;
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}
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internal virtual void Create()
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{
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OnCreate();
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}
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internal virtual void IterationStart()
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{
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OnIterationStart();
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}
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internal virtual void IterationEnd()
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{
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OnIterationEnd();
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}
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internal virtual void ScenarioComplete()
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{
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OnScenarioComplete();
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}
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internal void Update()
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{
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if (enabled)
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{
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if (!m_PreviouslyEnabled)
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{
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m_PreviouslyEnabled = true;
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OnStartRunning();
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}
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OnUpdate();
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}
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else if (m_PreviouslyEnabled)
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{
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m_PreviouslyEnabled = false;
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OnStopRunning();
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}
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}
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internal void RandomizeParameterSeeds()
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{
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foreach (var parameter in parameters)
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parameter.RandomizeSamplers();
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}
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}
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}
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