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using System;
using System.Collections.Generic;
using UnityEngine.Perception.Randomization.Parameters;
using UnityEngine.Perception.Randomization.Scenarios;
namespace UnityEngine.Perception.Randomization.Randomizers
{
/// <summary>
/// Derive Randomizer to implement systems that randomize GameObjects and/or simulation properties.
/// </summary>
/// <remark>
/// Known issue:
/// https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode
/// </remark>
[Serializable]
public abstract class Randomizer
{
[SerializeField, HideInInspector] bool m_Enabled = true;
[SerializeField, HideInInspector] internal bool collapsed;
/// <summary>
/// Enabled Randomizers are updated, disabled Randomizers are not.
/// </summary>
public bool enabled
{
get => m_Enabled;
set
{
m_Enabled = value;
if (value)
OnEnable();
else
OnDisable();
}
}
/// <summary>
/// Returns the scenario containing this Randomizer
/// </summary>
public ScenarioBase scenario => ScenarioBase.activeScenario;
/// <summary>
/// Retrieves the RandomizerTagManager of the scenario containing this Randomizer
/// </summary>
public RandomizerTagManager tagManager => RandomizerTagManager.singleton;
internal IEnumerable<Parameter> parameters
{
get
{
var fields = GetType().GetFields();
foreach (var field in fields)
{
if (!field.IsPublic || !field.FieldType.IsSubclassOf(typeof(Parameter)))
continue;
var parameter = (Parameter)field.GetValue(this);
if (parameter == null)
{
parameter = (Parameter)Activator.CreateInstance(field.FieldType);
field.SetValue(this, parameter);
}
yield return parameter;
}
}
}
/// <summary>
/// OnCreate is called when the Randomizer is added or loaded to a scenario
/// </summary>
[Obsolete("Method OnCreate has been deprecated. Use OnAwake instead (UnityUpgradable)", true)]
protected virtual void OnCreate() =>
throw new NotSupportedException("OnCreate method has been deprecated");
/// <summary>
/// OnAwake is called when the Randomizer is added or loaded to a scenario
/// </summary>
protected virtual void OnAwake() { }
/// <summary>
/// OnEnabled is called when the Randomizer becomes enabled and active
/// </summary>
protected virtual void OnEnable() { }
/// <summary>
/// OnDisable is called when the Randomizer becomes disabled
/// </summary>
protected virtual void OnDisable() { }
/// <summary>
/// OnScenarioStart is called on the frame the scenario begins iterating
/// </summary>
protected virtual void OnScenarioStart() { }
/// <summary>
/// OnScenarioComplete is called the after the entire Scenario has completed
/// </summary>
protected virtual void OnScenarioComplete() { }
/// <summary>
/// OnIterationStart is called at the start of a new Scenario iteration
/// </summary>
protected virtual void OnIterationStart() { }
/// <summary>
/// OnIterationEnd is called the after a Scenario iteration has completed
/// </summary>
protected virtual void OnIterationEnd() { }
/// <summary>
/// OnStartRunning is called on the first frame a Randomizer is enabled
/// </summary>
[Obsolete("Method OnStartRunning has been deprecated. Use OnEnabled instead (UnityUpgradable)", true)]
protected virtual void OnStartRunning() =>
throw new NotSupportedException("OnStartRunning method has been deprecated");
/// <summary>
/// OnStartRunning is called on the first frame a disabled Randomizer is updated
/// </summary>
[Obsolete("Method OnStopRunning has been deprecated. Use OnDisable instead (UnityUpgradable)", true)]
protected virtual void OnStopRunning() =>
throw new NotSupportedException("OnStopRunning method has been deprecated");
/// <summary>
/// OnUpdate is executed every frame for enabled Randomizers
/// </summary>
protected virtual void OnUpdate() { }
#region InternalScenarioMethods
internal void Awake() => OnAwake();
internal void ScenarioStart() => OnScenarioStart();
internal void ScenarioComplete() => OnScenarioComplete();
internal void IterationStart() => OnIterationStart();
internal void IterationEnd() => OnIterationEnd();
internal void Update() => OnUpdate();
#endregion
}
}