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Adding API Doc to Monitor.

This completes adding API doc to all developer-facing classes: Academy, Agent and Monitor.

- Minor refactoring of variable names for spelling correctness:
  - isInstanciated —> isInstantiated
  - InstanciateCanvas() —> InstantiateCanvas()
- Removed unused imports.
- Removing private declarations.
/develop-generalizationTraining-TrainerController
Marwan Mattar 7 年前
当前提交
3679b42d
共有 1 个文件被更改,包括 89 次插入71 次删除
  1. 160
      unity-environment/Assets/ML-Agents/Scripts/Monitor.cs

160
unity-environment/Assets/ML-Agents/Scripts/Monitor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;
using System.Collections.Generic;
using UnityEngine;
/** The type of monitor the information must be displayed in.
* <slider> corresponds to a slingle rectangle which width is given
* by a float between -1 and 1. (green is positive, red is negative)
* <hist> corresponds to n vertical sliders.
* <text> is a text field.
* <bar> is a rectangle of fixed length to represent the proportions
* of a list of floats.
*/
using Newtonsoft.Json;
/// <summary>
/// The type of monitor the information must be displayed in.
/// <slider> corresponds to a single rectangle whose width is given
/// by a float between -1 and 1. (green is positive, red is negative)
/// <hist> corresponds to n vertical sliders.
/// <text> is a text field.
/// <bar> is a rectangle of fixed length to represent the proportions
/// of a list of floats.
/// </summary>
public enum MonitorType
{
slider,

}
/** Monitor is used to display information. Use the log function to add
* information to your monitor.
*/
/// <summary>
/// Monitor is used to display information about the Agent within the Unity
/// scene. Use the log function to add information to your monitor.
/// </summary>
/// <summary>
/// Represents how high above the target the monitors will be.
/// </summary>
[HideInInspector]
static public float verticalOffset = 3f;
static bool isInstanciated;
static bool isInstantiated;
static Dictionary<Transform, Dictionary<string, DisplayValue>> displayTransformValues;
static Color[] barColors;
private struct DisplayValue
struct DisplayValue
static Dictionary<Transform, Dictionary<string, DisplayValue>> displayTransformValues;
static private Color[] barColors;
[HideInInspector]
static public float verticalOffset = 3f;
/**< \brief This float represents how high above the target the monitors will be. */
static GUIStyle keyStyle;
static GUIStyle valueStyle;

static bool initialized;
/** Use the Monitor.Log static function to attach information to a transform.
* If displayType is <text>, value can be any object.
* If sidplayType is <slider>, value must be a float.
* If sidplayType is <hist>, value must be a List or Array of floats.
* If sidplayType is <bar>, value must be a list or Array of positive floats.
* Note that <slider> and <hist> caps values between -1 and 1.
* @param key The name of the information you wish to Log.
* @param value The value you want to display.
* @param displayType The type of display.
* @param target The transform you want to attach the information to.
*/
/// <summary>
/// Use the Monitor.Log static function to attach information to a transform.
/// If displayType is <text>, value can be any object.
/// If sidplayType is <slider>, value must be a float.
/// If sidplayType is <hist>, value must be a List or Array of floats.
/// If sidplayType is <bar>, value must be a list or Array of positive floats.
/// Note that <slider> and<hist> caps values between -1 and 1.
/// </summary>
/// <returns>The log.</returns>
/// <param name="key">The name of the information you wish to Log.</param>
/// <param name="value">The value you want to display.</param>
/// <param name="displayType">The type of display.</param>
/// <param name="target">
/// The transform you want to attach the information to.
/// </param>
public static void Log(
string key,
object value,

if (!isInstanciated)
if (!isInstantiated)
InstanciateCanvas();
isInstanciated = true;
InstantiateCanvas();
isInstantiated = true;
}

}
}
/** Remove a value from a monitor
* @param target The transform to which the information is attached
* @param key The key of the information you want to remove
*/
/// <summary>
/// Remove a value from a monitor.
/// </summary>
/// <param name="target">
/// The transform to which the information is attached.
/// </param>
/// <param name="key">The key of the information you want to remove.</param>
public static void RemoveValue(Transform target, string key)
{
if (target == null)

}
/** Remove all information from a monitor
* @param target The transform to which the information is attached
*/
/// <summary>
/// Remove all information from a monitor.
/// </summary>
/// <param name="target">
/// The transform to which the information is attached.
/// </param>
public static void RemoveAllValues(Transform target)
{
if (target == null)

{
displayTransformValues.Remove(target);
}
/** Use SetActive to enable or disable the Monitor via script
* @param active Set the Monitor's status to the value of active
*/
public static void SetActive(bool active){
if (!isInstanciated)
/// <summary>
/// Use SetActive to enable or disable the Monitor via script
/// </summary>
/// <param name="active">Value to set the Monitor's status to.</param>
public static void SetActive(bool active)
{
if (!isInstantiated)
InstanciateCanvas();
isInstanciated = true;
InstantiateCanvas();
isInstantiated = true;
}
if (canvas != null)

}
private static void InstanciateCanvas()
/// Initializes the canvas.
static void InstantiateCanvas()
{
canvas = GameObject.Find("AgentMonitorCanvas");
if (canvas == null)

canvas.AddComponent<Monitor>();
}
displayTransformValues = new Dictionary<Transform, Dictionary< string , DisplayValue>>();
displayTransformValues = new Dictionary<Transform, Dictionary<string, DisplayValue>>();
/// Convert the input object to a float array. Returns a float[0] if the
/// conversion process fails.
float[] ToFloatArray(object input)
{
try

}
catch
{
}
try
{

}
catch
{
/// <summary> <inheritdoc/> </summary>
void OnGUI()
{
if (!initialized)

displayTransformValues.Remove(target);
continue;
}
float widthScaler = (Screen.width / 1000f);
float keyPixelWidth = 100 * widthScaler;
float keyPixelHeight = 20 * widthScaler;

{
continue;
}
Dictionary<string, DisplayValue> displayValues = displayTransformValues[target];

valueStyle.alignment = TextAnchor.MiddleLeft;
GUI.Label(new Rect(
origin.x + paddingwidth + keyPixelWidth,
origin.y - (index + 1) * keyPixelHeight,
keyPixelWidth, keyPixelHeight),
origin.y - (index + 1) * keyPixelHeight,
keyPixelWidth, keyPixelHeight),
JsonConvert.SerializeObject(displayValues[key].value, Formatting.None), valueStyle);
}

if (displayValues[key].value.GetType() == typeof(float))
if (displayValues[key].value is float)
{
sliderValue = (float)displayValues[key].value;
}

}
GUI.Box(new Rect(
origin.x + paddingwidth + keyPixelWidth,
origin.y - (index + 0.9f) * keyPixelHeight,
keyPixelWidth * sliderValue, keyPixelHeight * 0.8f),
origin.y - (index + 0.9f) * keyPixelHeight,
keyPixelWidth * sliderValue, keyPixelHeight * 0.8f),
GUIContent.none, s);
}

}
GUI.Box(new Rect(
origin.x + paddingwidth + keyPixelWidth + (keyPixelWidth * histWidth + paddingwidth / 2) * i,
origin.y - (index + 0.1f) * keyPixelHeight,
keyPixelWidth * histWidth, -keyPixelHeight * value),
origin.y - (index + 0.1f) * keyPixelHeight,
keyPixelWidth * histWidth, -keyPixelHeight * value),
GUIContent.none, s);
}

{
float[] vals = ToFloatArray(displayValues[key].value);
float valsSum = 0f;
float valsCum = 0f;
float valsCum = 0f;
foreach (float f in vals)
{
valsSum += Mathf.Max(f, 0);

float value = Mathf.Max(vals[i], 0) / valsSum;
GUI.Box(new Rect(
origin.x + paddingwidth + keyPixelWidth + keyPixelWidth * valsCum,
origin.y - (index + 0.9f) * keyPixelHeight,
keyPixelWidth * value, keyPixelHeight * 0.8f),
origin.y - (index + 0.9f) * keyPixelHeight,
keyPixelWidth * value, keyPixelHeight * 0.8f),
GUIContent.none, colorStyle[i % colorStyle.Length]);
valsCum += value;

}
}
/// Helper method used to initialize the GUI. Called once.
void Initialize()
{
keyStyle = GUI.skin.label;

barColors = new Color[6]{ Color.magenta, Color.blue, Color.cyan, Color.green, Color.yellow, Color.red };
barColors = new Color[6] { Color.magenta, Color.blue, Color.cyan, Color.green, Color.yellow, Color.red };
colorStyle = new GUIStyle[barColors.Length];
for (int i = 0; i < barColors.Length; i++)
{

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