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using System;
using Unity.Simulation;
namespace UnityEngine.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 : UnitySimulationScenarioConstants, new()
{
/// <inheritdoc/>
public sealed override bool isScenarioComplete => currentIteration >= constants.totalIterations;
/// <inheritdoc/>
protected sealed override void IncrementIteration()
{
currentIteration += constants.instanceCount;
}
/// <inheritdoc/>
protected override void OnAwake()
{
// Don't skip the first frame if executing on Unity Simulation
if (Configuration.Instance.IsSimulationRunningInCloud())
m_SkipFrame = false;
}
/// <inheritdoc/>
protected override void OnStart()
{
if (Configuration.Instance.IsSimulationRunningInCloud())
{
DeserializeFromFile(new Uri(Configuration.Instance.SimulationConfig.app_param_uri).LocalPath);
constants.instanceIndex = int.Parse(Configuration.Instance.GetInstanceId()) - 1;
}
else
base.OnStart();
currentIteration = constants.instanceIndex;
}
}
}