浏览代码
InputActuatorComponent to allow the generation of an action space from an InputActionAsset (#4881)
/develop/gail-srl-hack
InputActuatorComponent to allow the generation of an action space from an InputActionAsset (#4881)
/develop/gail-srl-hack
GitHub
4 年前
当前提交
b0719885
共有 76 个文件被更改,包括 2586 次插入 和 43 次删除
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2.yamato/com.unity.ml-agents-test.yml
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16DevProject/Packages/manifest.json
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42DevProject/ProjectSettings/ProjectSettings.asset
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4DevProject/ProjectSettings/ProjectVersion.txt
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10com.unity.ml-agents.extensions/Documentation~/com.unity.ml-agents.extensions.md
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3com.unity.ml-agents.extensions/Runtime/Unity.ML-Agents.Extensions.asmdef
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4com.unity.ml-agents/CHANGELOG.md
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45com.unity.ml-agents/Runtime/Actuators/ActionSpec.cs
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12com.unity.ml-agents/Runtime/Actuators/ActuatorManager.cs
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10com.unity.ml-agents/Runtime/Actuators/VectorActuator.cs
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8com.unity.ml-agents/Runtime/Agent.deprecated.cs
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1com.unity.ml-agents/Runtime/AssemblyInfo.cs
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28com.unity.ml-agents/Runtime/Policies/BehaviorParameters.cs
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46com.unity.ml-agents/Tests/Editor/BehaviorParameterTests.cs
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2DevProject/DevProject.sln.DotSettings
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519DevProject/Packages/packages-lock.json
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57com.unity.ml-agents.extensions/Documentation~/InputActuatorComponent.md
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3com.unity.ml-agents.extensions/Editor/Input.meta
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3com.unity.ml-agents.extensions/Runtime/Input.meta
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3com.unity.ml-agents.extensions/Tests/Runtime/Input.meta
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40com.unity.ml-agents/Tests/Editor/Actuators/ActionSpecTests.cs
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3com.unity.ml-agents/Tests/Editor/Actuators/ActionSpecTests.cs.meta
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7DevProject/ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json
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26com.unity.ml-agents.extensions/Editor/Input/InputActuatorComponentEditor.cs
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3com.unity.ml-agents.extensions/Editor/Input/InputActuatorComponentEditor.cs.meta
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26com.unity.ml-agents.extensions/Editor/Input/Unity.ML-Agents.Extensions.Editor.Input.asmdef
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7com.unity.ml-agents.extensions/Editor/Input/Unity.ML-Agents.Extensions.Editor.Input.asmdef.meta
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3com.unity.ml-agents.extensions/Runtime/Input/Adaptors.meta
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45com.unity.ml-agents.extensions/Runtime/Input/Adaptors/ButtonInputActionAdaptor.cs
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3com.unity.ml-agents.extensions/Runtime/Input/Adaptors/ButtonInputActionAdaptor.cs.meta
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35com.unity.ml-agents.extensions/Runtime/Input/Adaptors/DoubleInputActionAdaptor.cs
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3com.unity.ml-agents.extensions/Runtime/Input/Adaptors/DoubleInputActionAdaptor.cs.meta
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35com.unity.ml-agents.extensions/Runtime/Input/Adaptors/FloatInputActionAdaptor.cs
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3com.unity.ml-agents.extensions/Runtime/Input/Adaptors/FloatInputActionAdaptor.cs.meta
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36com.unity.ml-agents.extensions/Runtime/Input/Adaptors/IntegerInputActionAdaptor.cs
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3com.unity.ml-agents.extensions/Runtime/Input/Adaptors/IntegerInputActionAdaptor.cs.meta
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44com.unity.ml-agents.extensions/Runtime/Input/Adaptors/Vector2InputActionAdaptor.cs
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3com.unity.ml-agents.extensions/Runtime/Input/Adaptors/Vector2InputActionAdaptor.cs.meta
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3com.unity.ml-agents.extensions/Runtime/Input/AssemblyInfo.cs
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3com.unity.ml-agents.extensions/Runtime/Input/AssemblyInfo.cs.meta
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27com.unity.ml-agents.extensions/Runtime/Input/IInputActionAssetProvider.cs
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11com.unity.ml-agents.extensions/Runtime/Input/IInputActionAssetProvider.cs.meta
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39com.unity.ml-agents.extensions/Runtime/Input/IRLActionInputAdaptor.cs
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3com.unity.ml-agents.extensions/Runtime/Input/IRLActionInputAdaptor.cs.meta
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89com.unity.ml-agents.extensions/Runtime/Input/InputActionActuator.cs
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3com.unity.ml-agents.extensions/Runtime/Input/InputActionActuator.cs.meta
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331com.unity.ml-agents.extensions/Runtime/Input/InputActuatorComponent.cs
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11com.unity.ml-agents.extensions/Runtime/Input/InputActuatorComponent.cs.meta
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23com.unity.ml-agents.extensions/Runtime/Input/Unity.ML-Agents.Extensions.Input.asmdef
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7com.unity.ml-agents.extensions/Runtime/Input/Unity.ML-Agents.Extensions.Input.asmdef.meta
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors.meta
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72com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/ButtonInputActionAdaptorTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/ButtonInputActionAdaptorTests.cs.meta
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70com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/DoubleInputActionAdaptorTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/DoubleInputActionAdaptorTests.cs.meta
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71com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/FloatInputActionAdapatorTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/FloatInputActionAdapatorTests.cs.meta
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73com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/IntegerInputActionAdaptorTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/IntegerInputActionAdaptorTests.cs.meta
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73com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/Vector2InputActionAdaptorTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/Vector2InputActionAdaptorTests.cs.meta
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82com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActionActuatorTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActionActuatorTests.cs.meta
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112com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActuatorComponentTests.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActuatorComponentTests.cs.meta
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318com.unity.ml-agents.extensions/Tests/Runtime/Input/TestPushBlockActions.cs
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3com.unity.ml-agents.extensions/Tests/Runtime/Input/TestPushBlockActions.cs.meta
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31com.unity.ml-agents.extensions/Tests/Runtime/Input/Unity.ML-Agents.Extensions.Input.Tests.Runtime.asmdef
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7com.unity.ml-agents.extensions/Tests/Runtime/Input/Unity.ML-Agents.Extensions.Input.Tests.Runtime.asmdef.meta
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m_EditorVersion: 2019.4.19f1 |
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m_EditorVersionWithRevision: 2019.4.19f1 (ca5b14067cec) |
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"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.physics2d": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.screencapture": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.imageconversion": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.subsystems": { |
|||
"version": "1.0.0", |
|||
"depth": 1, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.jsonserialize": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.terrain": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.terrainphysics": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.physics": "1.0.0", |
|||
"com.unity.modules.terrain": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.tilemap": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.physics2d": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.ui": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.uielements": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.imgui": "1.0.0", |
|||
"com.unity.modules.jsonserialize": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.umbra": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.unityanalytics": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.unitywebrequest": "1.0.0", |
|||
"com.unity.modules.jsonserialize": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.unitywebrequest": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.unitywebrequestassetbundle": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.assetbundle": "1.0.0", |
|||
"com.unity.modules.unitywebrequest": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.unitywebrequestaudio": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.unitywebrequest": "1.0.0", |
|||
"com.unity.modules.audio": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.unitywebrequesttexture": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.unitywebrequest": "1.0.0", |
|||
"com.unity.modules.imageconversion": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.unitywebrequestwww": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.unitywebrequest": "1.0.0", |
|||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0", |
|||
"com.unity.modules.unitywebrequestaudio": "1.0.0", |
|||
"com.unity.modules.audio": "1.0.0", |
|||
"com.unity.modules.assetbundle": "1.0.0", |
|||
"com.unity.modules.imageconversion": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.vehicles": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.physics": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.video": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.audio": "1.0.0", |
|||
"com.unity.modules.ui": "1.0.0", |
|||
"com.unity.modules.unitywebrequest": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.vr": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.jsonserialize": "1.0.0", |
|||
"com.unity.modules.physics": "1.0.0", |
|||
"com.unity.modules.xr": "1.0.0" |
|||
} |
|||
}, |
|||
"com.unity.modules.wind": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": {} |
|||
}, |
|||
"com.unity.modules.xr": { |
|||
"version": "1.0.0", |
|||
"depth": 0, |
|||
"source": "builtin", |
|||
"dependencies": { |
|||
"com.unity.modules.physics": "1.0.0", |
|||
"com.unity.modules.jsonserialize": "1.0.0", |
|||
"com.unity.modules.subsystems": "1.0.0" |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
# Integration of the Input System Package with ML-Agents |
|||
|
|||
## Overview |
|||
One area we are always trying to improve is getting developers up and running with ML-Agents. With this in mind, |
|||
we have implemented an `InputActuatorComponent`. This component integrates with the |
|||
[Input System Package](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/manual/QuickStartGuide.html) |
|||
to set up an action space for your `Agent` based on an `InputActionAsset` that is referenced by the |
|||
`IInputActionAssetProvider` interface, or the `PlayerInput` component that may be living on your player controlled |
|||
`Agent`. This means that if you have code outside of your agent that handles input, you will not need to implement |
|||
the Heuristic function in agent as well. The `InputActuatorComponent` will handle this for you. You can now train and |
|||
run inference on `Agents` with an action space defined by an `InputActionAsset`. |
|||
|
|||
This implementation includes: |
|||
|
|||
* C# `InputActuatorComponent` you can attach to your Agent. |
|||
* Implement the `IInputActionAssetProvider` in the `Componenet` where you handle player input. |
|||
* An example environment where the input handling code is not in the Heuristic function of the Agent subclass. |
|||
|
|||
### Feedback |
|||
We have only implemented a small subset of `InputControl` types that we thought would cover a large portion of what |
|||
most developers would use. Please let us know if you want more control types implemented by posting in the [ML-Agents |
|||
forum.](https://forum.unity.com/forums/ml-agents.453/) |
|||
|
|||
We would also like your feedback on the workflow of integrating this into your games. If you run |
|||
into workflow issues please let us know in the ML-Agents forums, or if you've discovered a bug, |
|||
please file a bug on our GitHub page. |
|||
|
|||
## Getting started |
|||
The C# code for the `InputActuatorComponent` exists inside of the extensions package (com.unity.ml-agents.extensions). A good first step would be to familiarize with the extensions package by reading the document [here](com.unity.ml-agents.extensions.md). The second step would be to take a look at how we have implemented the C# code in the example Input Integration scene (located under ML-Agents-Input-Example/Assets/ML-Agents/Examples/PushBlock/). Once you have some familiarity, then the next step would be to add the InputActuatorComponent to your player Agent. The example we have implemented uses C# Events to send information from the Input System. |
|||
|
|||
Additionally, see below for additional technical specifications on the C# code for the InputActuatorComponent. |
|||
|
|||
## Technical specifications for the InputActuatorComponent |
|||
|
|||
### `IInputActionsAssetProvider` Interface |
|||
The `InputActuatorComponent` searches for a `Component` that implements |
|||
`IInputActionAssetProvider` on the `GameObject` they both are attached to. It is important to note |
|||
that if multiple `Components` on your `GameObject` need to access an `InputActionAsset` to handle events, |
|||
they will need to share the same instance of the `InputActionAsset` that is returned from the |
|||
`IInputActionAssetProvider`. |
|||
|
|||
### `InputActuatorComponent` class |
|||
The `InputActuatorComponent` is the bridge between ML-Agents and the Input System.. It allows ML-Agents to |
|||
* create an `ActionSpec` for your Agent based on an `InputActionAsset` that comes from an |
|||
`IInputActionAssetProvider`. |
|||
* send simulated input from a training process or a neural network |
|||
* let developers keep their input handling code in one place |
|||
|
|||
This is accomplished by adding the `InputActuatorComponenet` to an Agent which already has the PlayerInput component attached. |
|||
|
|||
### Setting up a scene using the `InputActuatorComponent` |
|||
1. Add the `com.unity.inputsystem` version 1.1.0-preview.3 or later to your project via the Package Manager window. |
|||
2. If you have already setup an InputActionAsset skip to Step 3, otherwise follow these sub steps: |
|||
1. Create an InputActionAsset to allow your Agent to be controlled by the Input System. |
|||
2. Handle the events from the Input System where you normally would (i.e. a script external to your Agent class). |
|||
3. Add the InputSystemActuatorComponent to the GameObject that has the `PlayerInput` and `Agent` components attached. |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 1f773a20e85042999e87f5d3c7b55281 |
|||
timeCreated: 1613637190 |
|
|||
fileFormatVersion: 2 |
|||
guid: 1694e881b9ec420ba1c201f0612392d6 |
|||
timeCreated: 1610754907 |
|
|||
fileFormatVersion: 2 |
|||
guid: 27f8e1ce37d7485f814ce50a37101203 |
|||
timeCreated: 1612908869 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine.TestTools.Constraints; |
|||
using Is = UnityEngine.TestTools.Constraints.Is; |
|||
|
|||
namespace Unity.MLAgents.Tests.Actuators |
|||
{ |
|||
[TestFixture] |
|||
public class ActionSpecTests |
|||
{ |
|||
[Test] |
|||
public void ActionSpecCombineTest() |
|||
{ |
|||
var as0 = new ActionSpec(3, new[] { 3, 2, 1 }); |
|||
var as1 = new ActionSpec(1, new[] { 35, 122, 1, 3, 8, 3 }); |
|||
|
|||
var as0NumCon = 3; |
|||
var as0NumDis = as0.NumDiscreteActions; |
|||
var as1NumCon = 1; |
|||
var as1NumDis = as1.NumDiscreteActions; |
|||
var branchSizes = new List<int>(); |
|||
branchSizes.AddRange(as0.BranchSizes); |
|||
branchSizes.AddRange(as1.BranchSizes); |
|||
|
|||
var asc = ActionSpec.Combine(as0, as1); |
|||
|
|||
Assert.AreEqual(as0NumCon + as1NumCon, asc.NumContinuousActions); |
|||
Assert.AreEqual(as0NumDis + as1NumDis, asc.NumDiscreteActions); |
|||
Assert.IsTrue(branchSizes.ToArray().SequenceEqual(asc.BranchSizes)); |
|||
|
|||
as0 = new ActionSpec(3); |
|||
as1 = new ActionSpec(1); |
|||
asc = ActionSpec.Combine(as0, as1); |
|||
Assert.IsEmpty(asc.BranchSizes); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 99d76ec04c944b75bc6b85abfff4ac4e |
|||
timeCreated: 1613680505 |
|
|||
{ |
|||
"m_Name": "Settings", |
|||
"m_Path": "ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json", |
|||
"m_Dictionary": { |
|||
"m_DictionaryValues": [] |
|||
} |
|||
} |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using Unity.MLAgents.Extensions.Input; |
|||
using UnityEditor; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Editor.Input |
|||
{ |
|||
[CustomEditor(typeof(InputActuatorComponent))] |
|||
internal class InputActuatorComponentEditor : UnityEditor.Editor |
|||
{ |
|||
const string k_ActionSpecName = "m_ActionSpec"; |
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
var so = serializedObject; |
|||
so.Update(); |
|||
InputActuatorComponent o = so.targetObject as InputActuatorComponent; |
|||
_ = o.ActionSpec; |
|||
EditorGUI.indentLevel++; |
|||
EditorGUI.BeginDisabledGroup(true); |
|||
EditorGUILayout.PropertyField(so.FindProperty(k_ActionSpecName)); |
|||
EditorGUI.EndDisabledGroup(); |
|||
EditorGUI.indentLevel--; |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 3435eeef4d1645be8c0f770b68f2ba19 |
|||
timeCreated: 1613637202 |
|
|||
{ |
|||
"name": "Unity.ML-Agents.Extensions.Editor.Input", |
|||
"references": [ |
|||
"Unity.ML-Agents", |
|||
"Unity.ML-Agents.Extensions.Input", |
|||
"Unity.ML-Agents.Editor", |
|||
"Unity.InputSystem" |
|||
], |
|||
"includePlatforms": [ |
|||
"Editor" |
|||
], |
|||
"excludePlatforms": [], |
|||
"allowUnsafeCode": false, |
|||
"overrideReferences": false, |
|||
"precompiledReferences": [], |
|||
"autoReferenced": true, |
|||
"defineConstraints": [], |
|||
"versionDefines": [ |
|||
{ |
|||
"name": "com.unity.inputsystem", |
|||
"expression": "1.1.0-preview", |
|||
"define": "MLA_INPUT_SYSTEM" |
|||
} |
|||
], |
|||
"noEngineReferences": false |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4851f2d02f9f1423a8593f60b1a9cd7e |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: de3fc3f4fd664e3ab579a102f7fabc88 |
|||
timeCreated: 1612204931 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.LowLevel; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Class that translates data between the a <see cref="UnityEngine.InputSystem.Controls.ButtonControl"/> and
|
|||
/// the ML-Agents <see cref="ActionBuffers"/> object.
|
|||
/// </summary>
|
|||
public class ButtonInputActionAdaptor : IRLActionInputAdaptor |
|||
{ |
|||
/// <summary>
|
|||
/// TODO this method needs to be more nuanced depending the types of controls that can back it. i.e. TriggerControls
|
|||
/// are continuous buttons, etc.
|
|||
/// Currently returns an <see cref="ActionSpec"/> with 1 branch of size 2. One value for not pressed, and one
|
|||
/// for pressed.
|
|||
/// </summary>
|
|||
/// <param name="action">The action associated with this adaptor to help determine the action space.</param>
|
|||
/// <returns></returns>
|
|||
public ActionSpec GetActionSpecForInputAction(InputAction action) |
|||
{ |
|||
return ActionSpec.MakeDiscrete(2); |
|||
} |
|||
|
|||
/// TODO again this might need to be more nuanced for things like continuous buttons.
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
|
|||
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers) |
|||
{ |
|||
var val = actionBuffers.DiscreteActions[0]; |
|||
InputSystem.QueueDeltaStateEvent(control, (byte)val); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>>
|
|||
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) |
|||
{ |
|||
var discreteActions = actionBuffers.DiscreteActions; |
|||
var val = action.ReadValue<float>(); |
|||
discreteActions[0] = (int)val; |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: f3a0fe3f0bd446958c729d6f71e8d00b |
|||
timeCreated: 1612373241 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.LowLevel; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Translates data from a <see cref="UnityEngine.InputSystem.Controls.DoubleControl"/>.
|
|||
/// </summary>
|
|||
public class DoubleInputActionAdaptor : IRLActionInputAdaptor |
|||
{ |
|||
/// <inheritdoc cref="IRLActionInputAdaptor.GetActionSpecForInputAction"/>
|
|||
public ActionSpec GetActionSpecForInputAction(InputAction action) |
|||
{ |
|||
return ActionSpec.MakeContinuous(1); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
|
|||
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers) |
|||
{ |
|||
var val = actionBuffers.ContinuousActions[0]; |
|||
InputSystem.QueueDeltaStateEvent(control,(double)val); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>
|
|||
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) |
|||
{ |
|||
var actions = actionBuffers.ContinuousActions; |
|||
var val = (float)action.ReadValue<double>(); |
|||
actions[0] = val; |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 14ec2823be0a4b3bbee5490ed4840e9c |
|||
timeCreated: 1612574422 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.LowLevel; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Translates data from any control that extends from <see cref="InputControl{Single}"/>.
|
|||
/// </summary>
|
|||
public class FloatInputActionAdaptor : IRLActionInputAdaptor |
|||
{ |
|||
/// <inheritdoc cref="IRLActionInputAdaptor.GetActionSpecForInputAction"/>
|
|||
public ActionSpec GetActionSpecForInputAction(InputAction action) |
|||
{ |
|||
return ActionSpec.MakeContinuous(1); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
|
|||
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers) |
|||
{ |
|||
var val = actionBuffers.ContinuousActions[0]; |
|||
InputSystem.QueueDeltaStateEvent(control, val); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>
|
|||
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) |
|||
{ |
|||
var actions = actionBuffers.ContinuousActions; |
|||
var val = action.ReadValue<float>(); |
|||
actions[0] = val; |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 6c98cc3fdaec4664aae128a05cfe6560 |
|||
timeCreated: 1612573580 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.LowLevel; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Translates data from a <see cref="UnityEngine.InputSystem.Controls.IntegerControl"/>.
|
|||
/// </summary>
|
|||
public class IntegerInputActionAdaptor : IRLActionInputAdaptor |
|||
{ |
|||
// TODO need to figure out how we can infer the branch size from here.
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.GetActionSpecForInputAction"/>
|
|||
public ActionSpec GetActionSpecForInputAction(InputAction action) |
|||
{ |
|||
return ActionSpec.MakeDiscrete(2); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
|
|||
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers) |
|||
{ |
|||
var val = actionBuffers.DiscreteActions[0]; |
|||
InputSystem.QueueDeltaStateEvent(control, val); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>
|
|||
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) |
|||
{ |
|||
var actions = actionBuffers.DiscreteActions; |
|||
var val = action.ReadValue<int>(); |
|||
actions[0] = val; |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 592012f9a30847a29c618f0cf8addfdf |
|||
timeCreated: 1612572952 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using System; |
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.LowLevel; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Translates data from any control that extends from <see cref="InputControl{Vector2}"/>.
|
|||
/// </summary>
|
|||
public class Vector2InputActionAdaptor : IRLActionInputAdaptor |
|||
{ |
|||
/// <inheritdoc cref="IRLActionInputAdaptor.GetActionSpecForInputAction"/>
|
|||
public ActionSpec GetActionSpecForInputAction(InputAction action) |
|||
{ |
|||
// TODO create the action spec based on what controls back the action
|
|||
return ActionSpec.MakeContinuous(2); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
|
|||
public void QueueInputEventForAction(InputAction action, |
|||
InputControl control, |
|||
ActionSpec actionSpec, |
|||
in ActionBuffers actionBuffers) |
|||
{ |
|||
var x = actionBuffers.ContinuousActions[0]; |
|||
var y = actionBuffers.ContinuousActions[1]; |
|||
InputSystem.QueueDeltaStateEvent(control, new Vector2(x, y)); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>
|
|||
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) |
|||
{ |
|||
var value = action.ReadValue<Vector2>(); |
|||
var continuousActions = actionBuffers.ContinuousActions; |
|||
continuousActions[0] = value.x; |
|||
continuousActions[1] = value.y; |
|||
} |
|||
|
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: aa311fde3dac44f3b7998bb7fee77225 |
|||
timeCreated: 1611356491 |
|
|||
using System.Runtime.CompilerServices; |
|||
|
|||
[assembly: InternalsVisibleTo("Unity.ML-Agents.Extensions.Input.Tests.Runtime")] |
|
|||
fileFormatVersion: 2 |
|||
guid: 989e62db4b694586bf2c832ce13e2d50 |
|||
timeCreated: 1612916938 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Implement this interface if you are listening to C# events from the generated C# class from the
|
|||
/// <see cref="InputActionAsset"/>. This interface works with the <see cref="InputActuatorComponent"/> in order
|
|||
/// to allow ML-Agents to simulate input actions based on the instance of the <see cref="InputActionAsset"/>
|
|||
/// used to listen to events. If you implement this interface the <see cref="InputActuatorComponent"/> will use
|
|||
/// what is returned from <see cref="GetInputActionAsset"/> as the asset to base it's simulated input for.
|
|||
/// Otherwise, the <see cref="InputActuatorComponent"/> will look for the <see cref="PlayerInput"/> component
|
|||
/// and use the asset from there. If you have multiple components handling PlayerInput on the same GameObject
|
|||
/// they will need to share the same instance of the <see cref="InputActionAsset"/> in order to get the simulated
|
|||
/// input.
|
|||
/// </summary>
|
|||
public interface IInputActionAssetProvider |
|||
{ |
|||
/// <summary>
|
|||
/// Returns the <see cref="InputActionAsset"/> instance being from the generated C# class of the
|
|||
/// <see cref="InputActionAsset"/> in order to correctly fire events when simulating input from ML-Agents.
|
|||
/// </summary>
|
|||
/// <returns>The instance of the <see cref="InputActionAsset"/> you are listening for events on.</returns>
|
|||
(InputActionAsset, IInputActionCollection2) GetInputActionAsset(); |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 3ce1e3218e46e48a4ab64f6f631553a4 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using System; |
|||
using Unity.MLAgents.Actuators; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Implement this interface in order to customize how information is translated <see cref="InputControl"/>s
|
|||
/// and <see cref="ActionBuffers"/>.
|
|||
/// </summary>
|
|||
public interface IRLActionInputAdaptor |
|||
{ |
|||
/// <summary>
|
|||
/// Generate an <see cref="ActionSpec"/> for a given action which determines how data is translated between
|
|||
/// the <see cref="InputSystem"/> and ML-Agents.
|
|||
/// </summary>
|
|||
/// <param name="action">The <see cref="InputAction"/> to based the <see cref="ActionSpec"/> from.</param>
|
|||
/// <returns>An <see cref="ActionSpec"/> instance based off the information in the <see cref="InputAction"/>.</returns>
|
|||
ActionSpec GetActionSpecForInputAction(InputAction action); |
|||
|
|||
/// <summary>
|
|||
/// Translates data from the <see cref="ActionBuffers"/> object to the <see cref="InputSystem"/>.
|
|||
/// </summary>
|
|||
/// <param name="action">The action associated with this adaptor.</param>
|
|||
/// <param name="control">The control which will write the event to the <see cref="InputSystem"/>.</param>
|
|||
/// <param name="actionSpec">The <see cref="ActionSpec"/> associated with this action and adaptor pair.</param>
|
|||
/// <param name="actionBuffers">The <see cref="ActionBuffers"/> object to read from.</param>
|
|||
void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers); |
|||
|
|||
/// <summary>
|
|||
/// Writes data from the <paramref name="action"/> to the <paramref name="actionBuffers"/>.
|
|||
/// </summary>
|
|||
/// <param name="action">The <paramref name="action"/> to read data from.</param>
|
|||
/// <param name="actionBuffers">The <paramref name="actionBuffers"/> object to write data to.</param>
|
|||
void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers); |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 010af7dd365b48849a9d498b84a4be94 |
|||
timeCreated: 1611350962 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
|
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Policies; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.Profiling; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// This implementation of <see cref="IActuator"/> will send events from the ML-Agents training process, or from
|
|||
/// neural networks to the <see cref="InputSystem"/> via the <see cref="IRLActionInputAdaptor"/> interface. If an
|
|||
/// <see cref="Agent"/>'s <see cref="BehaviorParameters"/> indicate that the Agent is running in Heuristic Mode,
|
|||
/// this Actuator will write actions from the <see cref="InputSystem"/> to the <see cref="ActionBuffers"/> object.
|
|||
/// </summary>
|
|||
public class InputActionActuator : IActuator, IHeuristicProvider |
|||
{ |
|||
readonly BehaviorParameters m_BehaviorParameters; |
|||
readonly InputAction m_Action; |
|||
readonly IRLActionInputAdaptor m_InputAdaptor; |
|||
InputDevice m_Device; |
|||
InputControl m_Control; |
|||
|
|||
/// <summary>
|
|||
/// Construct an <see cref="InputActionActuator"/> with the <see cref="BehaviorParameters"/> of the
|
|||
/// <see cref="Agent"/> component, the relevant <see cref="InputAction"/>, and the relevant
|
|||
/// <see cref="IRLActionInputAdaptor"/> to convert between ml-agents <--> <see cref="InputSystem"/>.
|
|||
/// </summary>
|
|||
/// <param name="inputDevice">The input device this action is bound to.</param>
|
|||
/// <param name="behaviorParameters">Used to determine if the <see cref="Agent"/> is running in
|
|||
/// heuristic mode.</param>
|
|||
/// <param name="action">The <see cref="InputAction"/> this <see cref="IActuator"/> we read/write data to/from
|
|||
/// via the <see cref="IRLActionInputAdaptor"/>.</param>
|
|||
/// <param name="adaptor">The <see cref="IRLActionInputAdaptor"/> that will convert data between ML-Agents
|
|||
/// and the <see cref="InputSystem"/>.</param>
|
|||
public InputActionActuator(InputDevice inputDevice, BehaviorParameters behaviorParameters, |
|||
InputAction action, |
|||
IRLActionInputAdaptor adaptor) |
|||
{ |
|||
m_BehaviorParameters = behaviorParameters; |
|||
Name = $"InputActionActuator-{action.name}"; |
|||
m_Action = action; |
|||
m_InputAdaptor = adaptor; |
|||
ActionSpec = adaptor.GetActionSpecForInputAction(m_Action); |
|||
m_Device = inputDevice; |
|||
m_Control = m_Device?.GetChildControl(m_Action.name); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IActionReceiver.OnActionReceived"/>
|
|||
public void OnActionReceived(ActionBuffers actionBuffers) |
|||
{ |
|||
Profiler.BeginSample("InputActionActuator.OnActionReceived"); |
|||
if (!m_BehaviorParameters.IsInHeuristicMode()) |
|||
{ |
|||
m_InputAdaptor.QueueInputEventForAction(m_Action, m_Control, ActionSpec, actionBuffers); |
|||
} |
|||
Profiler.EndSample(); |
|||
} |
|||
|
|||
/// <inheritdoc cref="IActionReceiver.WriteDiscreteActionMask"/>
|
|||
public void WriteDiscreteActionMask(IDiscreteActionMask actionMask) |
|||
{ |
|||
// TODO configure mask from editor UI?
|
|||
} |
|||
|
|||
/// <inheritdoc cref="IActuator.ActionSpec"/>
|
|||
public ActionSpec ActionSpec { get; } |
|||
|
|||
/// <inheritdoc cref="IActuator.Name"/>
|
|||
public string Name { get; } |
|||
|
|||
/// <inheritdoc cref="IActuator.ResetData"/>
|
|||
public void ResetData() |
|||
{ |
|||
// do nothing for now
|
|||
} |
|||
|
|||
/// <inheritdoc cref="IHeuristicProvider.Heuristic"/>
|
|||
public void Heuristic(in ActionBuffers actionBuffersOut) |
|||
{ |
|||
Profiler.BeginSample("InputActionActuator.Heuristic"); |
|||
m_InputAdaptor.WriteToHeuristic(m_Action, actionBuffersOut); |
|||
Profiler.EndSample(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: d4dfb5125cc2461088f18e27b6c21842 |
|||
timeCreated: 1612305510 |
|
|||
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Policies; |
|||
using UnityEngine; |
|||
using UnityEngine.Assertions; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.Controls; |
|||
using UnityEngine.InputSystem.Layouts; |
|||
using UnityEngine.InputSystem.Utilities; |
|||
#if UNITY_EDITOR
|
|||
using UnityEditor; |
|||
#endif
|
|||
|
|||
namespace Unity.MLAgents.Extensions.Input |
|||
{ |
|||
/// <summary>
|
|||
/// Component class that handles the parsing of the <see cref="InputActionAsset"/> and translates that into
|
|||
/// <see cref="InputActionActuator"/>s.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(PlayerInput), typeof(IInputActionAssetProvider))] |
|||
public class InputActuatorComponent : ActuatorComponent |
|||
{ |
|||
InputActionAsset m_InputAsset; |
|||
IInputActionCollection2 m_AssetCollection; |
|||
PlayerInput m_PlayerInput; |
|||
BehaviorParameters m_BehaviorParameters; |
|||
IActuator[] m_Actuators; |
|||
InputDevice m_Device; |
|||
|
|||
/// <summary>
|
|||
/// Mapping of <see cref="InputControl"/> types to types of <see cref="IRLActionInputAdaptor"/> concrete classes.
|
|||
/// </summary>
|
|||
public static Dictionary<Type, Type> controlTypeToAdaptorType = new Dictionary<Type, Type> |
|||
{ |
|||
{ typeof(Vector2Control), typeof(Vector2InputActionAdaptor) }, |
|||
{ typeof(ButtonControl), typeof(ButtonInputActionAdaptor) }, |
|||
{ typeof(IntegerControl), typeof(IntegerInputActionAdaptor) }, |
|||
{ typeof(AxisControl), typeof(FloatInputActionAdaptor) }, |
|||
{ typeof(DoubleControl), typeof(DoubleInputActionAdaptor) } |
|||
}; |
|||
|
|||
string m_LayoutName; |
|||
[SerializeField] |
|||
ActionSpec m_ActionSpec; |
|||
InputControlScheme m_ControlScheme; |
|||
|
|||
public const string mlAgentsLayoutFormat = "MLAT"; |
|||
public const string mlAgentsLayoutName = "MLAgentsLayout"; |
|||
public const string mlAgentsControlSchemeName = "ml-agents"; |
|||
|
|||
/// <inheritdoc cref="IActuator.ActionSpec"/>
|
|||
public override ActionSpec ActionSpec |
|||
{ |
|||
get |
|||
{ |
|||
#if UNITY_EDITOR
|
|||
FindNeededComponents(); |
|||
var actuators = CreateActuatorsFromMap(m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap), m_BehaviorParameters, null); |
|||
m_ActionSpec = CombineActuatorActionSpecs(actuators); |
|||
#endif
|
|||
return m_ActionSpec; |
|||
} |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
CleanupActionAsset(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// This method is where the <see cref="InputActionAsset"/> gets parsed and translated into
|
|||
/// <see cref="InputActionActuator"/>s that communicate with the <see cref="InputSystem"/> via a
|
|||
/// virtual <see cref="InputDevice"/>.
|
|||
/// <remarks>
|
|||
/// The flow of this method is as follows:
|
|||
/// <list type="number">
|
|||
/// <item>
|
|||
/// <description>Ensure that our custom <see cref="InputBindingComposite{TValue}"/>s are registered with
|
|||
/// the InputSystem.</description>
|
|||
/// </item>
|
|||
/// <item>
|
|||
/// <description>Look for the components that are needed by this class in order to retrieve the
|
|||
/// <see cref="InputActionAsset"/>. It first looks for <see cref="IInputActionAssetProvider"/>, if that
|
|||
/// is not found, it will get the asset from the <see cref="PlayerInput"/> component.</description>
|
|||
/// </item>
|
|||
/// <item>
|
|||
/// <description>Create the list <see cref="InputActionActuator"/>s, one for each action in the default
|
|||
/// <see cref="InputActionMap"/> as set by the <see cref="PlayerInput"/> component. Within the method
|
|||
/// where the actuators are being created, an <see cref="InputControlLayout"/> is also being built based
|
|||
/// on the number and types of <see cref="InputAction"/>s. This will be used to create a virtual
|
|||
/// <see cref="InputDevice"/> with a <see cref="InputControlLayout"/> that is specific to the
|
|||
/// <see cref="InputActionMap"/> specified by <see cref="PlayerInput"/></description>
|
|||
/// </item>
|
|||
/// <item>
|
|||
/// <description>Create our device based on the layout that was generated and registered during
|
|||
/// actuator creation.</description>
|
|||
/// </item>
|
|||
/// <item>
|
|||
/// <description>Create an ml-agents control scheme and add it to the <see cref="InputActionAsset"/> so
|
|||
/// our virtual devices can be used.</description>
|
|||
/// </item>
|
|||
/// <item>
|
|||
/// <description>Add our virtual <see cref="InputDevice"/> to the input system.</description>
|
|||
/// </item>
|
|||
/// </list>
|
|||
/// </remarks>
|
|||
/// </summary>
|
|||
/// <returns>A list of </returns>
|
|||
public override IActuator[] CreateActuators() |
|||
{ |
|||
FindNeededComponents(); |
|||
var collection = m_AssetCollection ?? m_InputAsset; |
|||
collection.Disable(); |
|||
var inputActionMap = m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap); |
|||
|
|||
RegisterLayoutBuilder(inputActionMap, m_LayoutName); |
|||
m_Device = InputSystem.AddDevice(m_LayoutName); |
|||
|
|||
m_Actuators = CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, m_Device); |
|||
|
|||
UpdateDeviceBinding(m_BehaviorParameters.IsInHeuristicMode()); |
|||
inputActionMap.Enable(); |
|||
|
|||
m_ActionSpec = CombineActuatorActionSpecs(m_Actuators); |
|||
collection.Enable(); |
|||
return m_Actuators; |
|||
} |
|||
|
|||
static ActionSpec CombineActuatorActionSpecs(IActuator[] actuators) |
|||
{ |
|||
var specs = new ActionSpec[actuators.Length]; |
|||
for (var i = 0; i < actuators.Length; i++) |
|||
{ |
|||
specs[i] = actuators[i].ActionSpec; |
|||
} |
|||
return ActionSpec.Combine(specs); |
|||
} |
|||
|
|||
internal static IActuator[] CreateActuatorsFromMap(InputActionMap inputActionMap, |
|||
BehaviorParameters behaviorParameters, |
|||
InputDevice inputDevice) |
|||
{ |
|||
var actuators = new IActuator[inputActionMap.actions.Count]; |
|||
for (var i = 0; i < inputActionMap.actions.Count; i++) |
|||
{ |
|||
var action = inputActionMap.actions[i]; |
|||
var actionLayout = InputSystem.LoadLayout(action.expectedControlType); |
|||
var adaptor = (IRLActionInputAdaptor)Activator.CreateInstance(controlTypeToAdaptorType[actionLayout.type]); |
|||
actuators[i] = new InputActionActuator(inputDevice, behaviorParameters, action, adaptor); |
|||
|
|||
// Reasonably, the input system starts adding numbers after the first none numbered name
|
|||
// is added. So for device ID of 0, we use the empty string in the path.
|
|||
var path = $"{inputDevice?.path}{InputControlPath.Separator}{action.name}"; |
|||
action.AddBinding(path, |
|||
action.interactions, |
|||
action.processors, |
|||
mlAgentsControlSchemeName); |
|||
} |
|||
return actuators; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Set up bindings based on whether or not the BehaviorParameters are working in Heuristic mode or not.
|
|||
/// If we are working in Heuristic mode, we want the input system to handle everything. If not, we
|
|||
/// want the neural network to send input from virtual devices.
|
|||
/// </summary>
|
|||
/// <param name="isInHeuristicMode">true if the Agent connected to this GameObject is working in
|
|||
/// Heuristic mode.</param>
|
|||
/// <seealso cref="BehaviorParameters.IsInHeuristicMode"/>
|
|||
internal void UpdateDeviceBinding(bool isInHeuristicMode) |
|||
{ |
|||
if (ReferenceEquals(m_Device, null)) |
|||
{ |
|||
return; |
|||
} |
|||
var collection = m_AssetCollection ?? m_InputAsset; |
|||
m_ControlScheme = CreateControlScheme(m_Device, isInHeuristicMode, m_InputAsset); |
|||
if (m_InputAsset.FindControlSchemeIndex(m_ControlScheme.name) != -1) |
|||
{ |
|||
m_InputAsset.RemoveControlScheme(m_ControlScheme.name); |
|||
} |
|||
|
|||
if (!isInHeuristicMode) |
|||
{ |
|||
var inputActionMap = m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap); |
|||
m_InputAsset.AddControlScheme(m_ControlScheme); |
|||
collection.bindingMask = InputBinding.MaskByGroup(m_ControlScheme.bindingGroup); |
|||
collection.devices = new ReadOnlyArray<InputDevice>(new[] { m_Device }); |
|||
inputActionMap.bindingMask = collection.bindingMask; |
|||
inputActionMap.devices = collection.devices; |
|||
} |
|||
else |
|||
{ |
|||
var inputActionMap = m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap); |
|||
collection.bindingMask = null; |
|||
collection.devices = InputSystem.devices; |
|||
inputActionMap.devices = InputSystem.devices; |
|||
inputActionMap.bindingMask = null; |
|||
} |
|||
collection.Enable(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// This method creates a control scheme and adds it to the <see cref="InputActionAsset"/> passed in so
|
|||
/// we can add our device to in order for it to be discovered by the <see cref="InputSystem"/>.
|
|||
/// </summary>
|
|||
/// <param name="device">The virtual device to add to our custom control scheme.</param>
|
|||
/// <param name="isInHeuristicMode">if we are in heuristic mode, we need to add other other device requirements.</param>
|
|||
/// <param name="asset">The InputActionAsset to get the device requirements from</param>
|
|||
internal static InputControlScheme CreateControlScheme(InputControl device, |
|||
bool isInHeuristicMode, |
|||
InputActionAsset asset) |
|||
{ |
|||
var deviceRequirements = new List<InputControlScheme.DeviceRequirement> |
|||
{ |
|||
new InputControlScheme.DeviceRequirement |
|||
{ |
|||
controlPath = InputBinding.Separator + mlAgentsLayoutName |
|||
} |
|||
}; |
|||
|
|||
if (isInHeuristicMode) |
|||
{ |
|||
for (var i = 0; i < asset.controlSchemes.Count; i++) |
|||
{ |
|||
var scheme = asset.controlSchemes[i]; |
|||
for (var ii = 0; ii < scheme.deviceRequirements.Count; ii++) |
|||
{ |
|||
deviceRequirements.Add(scheme.deviceRequirements[ii]); |
|||
} |
|||
} |
|||
} |
|||
|
|||
var inputControlScheme = new InputControlScheme( |
|||
mlAgentsControlSchemeName, |
|||
deviceRequirements); |
|||
|
|||
return inputControlScheme; |
|||
} |
|||
|
|||
#pragma warning disable 672
|
|||
/// <inheritdoc cref="ActuatorComponent.CreateActuator"/>
|
|||
public override IActuator CreateActuator() { return null; } |
|||
#pragma warning restore 672
|
|||
|
|||
/// <summary>
|
|||
///
|
|||
/// </summary>
|
|||
/// <param name="defaultMap"></param>
|
|||
/// <param name="layoutName"></param>
|
|||
/// <returns></returns>
|
|||
internal static void RegisterLayoutBuilder(InputActionMap defaultMap, string layoutName) |
|||
{ |
|||
if (InputSystem.LoadLayout(layoutName) == null) |
|||
{ |
|||
InputSystem.RegisterLayoutBuilder(() => |
|||
{ |
|||
// TODO does this need to change based on the action map we use?
|
|||
var builder = new InputControlLayout.Builder() |
|||
.WithName(layoutName) |
|||
.WithFormat(mlAgentsLayoutFormat); |
|||
for(var i = 0; i < defaultMap.actions.Count; i++) |
|||
{ |
|||
var action = defaultMap.actions[i]; |
|||
builder.AddControl(action.name) |
|||
.WithLayout(action.expectedControlType); |
|||
} |
|||
return builder.Build(); |
|||
|
|||
}, layoutName); |
|||
} |
|||
} |
|||
|
|||
internal void FindNeededComponents() |
|||
{ |
|||
if (m_InputAsset == null) |
|||
{ |
|||
var assetProvider = GetComponent<IInputActionAssetProvider>(); |
|||
Assert.IsNotNull(assetProvider); |
|||
(m_InputAsset, m_AssetCollection) = assetProvider.GetInputActionAsset(); |
|||
Assert.IsNotNull(m_InputAsset, "An InputActionAsset could not be found on IInputActionAssetProvider or PlayerInput."); |
|||
} |
|||
if (m_PlayerInput == null) |
|||
{ |
|||
m_PlayerInput = GetComponent<PlayerInput>(); |
|||
Assert.IsNotNull(m_PlayerInput, "PlayerInput component could not be found on this GameObject."); |
|||
} |
|||
|
|||
if (m_BehaviorParameters == null) |
|||
{ |
|||
m_BehaviorParameters = GetComponent<BehaviorParameters>(); |
|||
Assert.IsNotNull(m_BehaviorParameters, "BehaviorParameters were not on the current GameObject."); |
|||
m_BehaviorParameters.OnPolicyUpdated += UpdateDeviceBinding; |
|||
m_LayoutName = mlAgentsLayoutName + m_BehaviorParameters.BehaviorName; |
|||
} |
|||
} |
|||
|
|||
internal void CleanupActionAsset() |
|||
{ |
|||
InputSystem.RemoveLayout(mlAgentsLayoutName); |
|||
if (!ReferenceEquals(m_Device, null)) |
|||
{ |
|||
InputSystem.RemoveDevice(m_Device); |
|||
} |
|||
|
|||
if (!ReferenceEquals(m_InputAsset, null) |
|||
&& m_InputAsset.FindControlSchemeIndex(mlAgentsControlSchemeName) != -1) |
|||
{ |
|||
m_InputAsset.RemoveControlScheme(mlAgentsControlSchemeName); |
|||
} |
|||
|
|||
if (m_Actuators != null) |
|||
{ |
|||
Array.Clear(m_Actuators, 0, m_Actuators.Length); |
|||
} |
|||
|
|||
if (!ReferenceEquals(m_BehaviorParameters, null)) |
|||
{ |
|||
m_BehaviorParameters.OnPolicyUpdated -= UpdateDeviceBinding; |
|||
} |
|||
|
|||
m_InputAsset = null; |
|||
m_PlayerInput = null; |
|||
m_BehaviorParameters = null; |
|||
m_Device = null; |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 33005b124d7f841a191249baf2bacb2a |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
{ |
|||
"name": "Unity.ML-Agents.Extensions.Input", |
|||
"references": [ |
|||
"Unity.ML-Agents", |
|||
"Unity.Barracuda", |
|||
"Unity.InputSystem" |
|||
], |
|||
"includePlatforms": [], |
|||
"excludePlatforms": [], |
|||
"allowUnsafeCode": false, |
|||
"overrideReferences": false, |
|||
"precompiledReferences": [], |
|||
"autoReferenced": true, |
|||
"defineConstraints": [], |
|||
"versionDefines": [ |
|||
{ |
|||
"name": "com.unity.inputsystem", |
|||
"expression": "1.1.0-preview", |
|||
"define": "MLA_INPUT_SYSTEM" |
|||
} |
|||
], |
|||
"noEngineReferences": false |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: a7b0d999fb2a7493a85c4c7017412530 |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 9b59c16f3e30469ca26156b96351164a |
|||
timeCreated: 1613081382 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
public class ButtonInputActionAdaptorTests : InputTestFixture |
|||
{ |
|||
ButtonInputActionAdaptor m_Adaptor; |
|||
InputDevice m_Device; |
|||
InputControl<float> m_Control; |
|||
InputAction m_Action; |
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
const string kLayout = @"
|
|||
{ |
|||
""name"" : ""TestDevice"", |
|||
""extend"" : ""HID"", |
|||
""controls"" : [ |
|||
{ ""name"" : ""button"", ""layout"" : ""Button"" } |
|||
] |
|||
}";
|
|||
InputSystem.RegisterLayout(kLayout); |
|||
m_Device = InputSystem.AddDevice("TestDevice"); |
|||
m_Control = (InputControl<float>)m_Device["button"]; |
|||
m_Action = new InputAction("action", InputActionType.Button, "/TestDevice/button", null, null, "Button"); |
|||
m_Action.Enable(); |
|||
m_Adaptor = new ButtonInputActionAdaptor(); |
|||
} |
|||
|
|||
public override void TearDown() |
|||
{ |
|||
base.TearDown(); |
|||
m_Adaptor = null; |
|||
} |
|||
|
|||
[Test] |
|||
public void TestGenerateActionSpec() |
|||
{ |
|||
var actionSpec = m_Adaptor.GetActionSpecForInputAction(new InputAction()); |
|||
Assert.IsTrue(actionSpec.NumDiscreteActions == 1); |
|||
Assert.IsTrue(actionSpec.BranchSizes[0] == 2); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestQueueEvent() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 })); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var val = m_Action.ReadValue<float>(); |
|||
Assert.IsTrue(Mathf.Approximately(1f, val)); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestWriteToHeuristic() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 })); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var buffer = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 })); |
|||
m_Adaptor.WriteToHeuristic(m_Action, buffer); |
|||
Assert.IsTrue(buffer.DiscreteActions[0] == 1); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: f53bd7ea7b154c9a992b48c9fbc34e47 |
|||
timeCreated: 1613081399 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
public class DoubleInputActionAdaptorTests : InputTestFixture |
|||
{ |
|||
DoubleInputActionAdaptor m_Adaptor; |
|||
InputDevice m_Device; |
|||
InputControl<double> m_Control; |
|||
InputAction m_Action; |
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
const string kLayout = @"
|
|||
{ |
|||
""name"" : ""TestDevice"", |
|||
""extend"" : ""HID"", |
|||
""controls"" : [ |
|||
{ ""name"" : ""button"", ""layout"" : ""Double"" } |
|||
] |
|||
}";
|
|||
InputSystem.RegisterLayout(kLayout); |
|||
m_Device = InputSystem.AddDevice("TestDevice"); |
|||
m_Control = (InputControl<double>)m_Device["button"]; |
|||
m_Action = new InputAction("action", InputActionType.Value, "/TestDevice/button", null, null, "double"); |
|||
m_Action.Enable(); |
|||
m_Adaptor = new DoubleInputActionAdaptor(); |
|||
} |
|||
|
|||
public override void TearDown() |
|||
{ |
|||
base.TearDown(); |
|||
m_Adaptor = null; |
|||
} |
|||
|
|||
[Test] |
|||
public void TestGenerateActionSpec() |
|||
{ |
|||
var actionSpec = m_Adaptor.GetActionSpecForInputAction(new InputAction()); |
|||
Assert.IsTrue(actionSpec.NumContinuousActions == 1); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestQueueEvent() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
Assert.IsTrue(Mathf.Approximately(1f, (float)m_Action.ReadValue<double>())); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestWriteToHeuristic() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var buffer = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.WriteToHeuristic(m_Action, buffer); |
|||
Assert.IsTrue(Mathf.Approximately(buffer.ContinuousActions[0], 1f)); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: ae2012c098aa4b57ab09dbf72bcd4efe |
|||
timeCreated: 1613074622 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
public class FloatInputActionAdaptorTests : InputTestFixture |
|||
{ |
|||
FloatInputActionAdaptor m_Adaptor; |
|||
InputDevice m_Device; |
|||
InputControl<float> m_Control; |
|||
InputAction m_Action; |
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
const string kLayout = @"
|
|||
{ |
|||
""name"" : ""TestDevice"", |
|||
""extend"" : ""HID"", |
|||
""controls"" : [ |
|||
{ ""name"" : ""button"", ""layout"" : ""Axis"" } |
|||
] |
|||
}";
|
|||
InputSystem.RegisterLayout(kLayout); |
|||
m_Device = InputSystem.AddDevice("TestDevice"); |
|||
m_Control = (InputControl<float>)m_Device["button"]; |
|||
m_Action = new InputAction("action", InputActionType.Value, "/TestDevice/button", null, null, "Axis"); |
|||
m_Action.Enable(); |
|||
m_Adaptor = new FloatInputActionAdaptor(); |
|||
} |
|||
|
|||
public override void TearDown() |
|||
{ |
|||
base.TearDown(); |
|||
m_Adaptor = null; |
|||
} |
|||
|
|||
[Test] |
|||
public void TestGenerateActionSpec() |
|||
{ |
|||
var actionSpec = m_Adaptor.GetActionSpecForInputAction(new InputAction()); |
|||
Assert.IsTrue(actionSpec.NumContinuousActions == 1); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestQueueEvent() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var val = m_Action.ReadValue<float>(); |
|||
Assert.IsTrue(Mathf.Approximately(1f, val)); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestWriteToHeuristic() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var buffer = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.WriteToHeuristic(m_Action, buffer); |
|||
Assert.IsTrue(Mathf.Approximately(1f, buffer.ContinuousActions[0])); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: a85fbb8b3e154eccadbdab826c3c5cae |
|||
timeCreated: 1613083958 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
using System; |
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
public class IntegerInputActionAdaptorTests : InputTestFixture |
|||
{ |
|||
IntegerInputActionAdaptor m_Adaptor; |
|||
InputDevice m_Device; |
|||
InputControl<int> m_Control; |
|||
InputAction m_Action; |
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
const string kLayout = @"
|
|||
{ |
|||
""name"" : ""TestDevice"", |
|||
""extend"" : ""HID"", |
|||
""controls"" : [ |
|||
{ ""name"" : ""button"", ""layout"" : ""integer"" } |
|||
] |
|||
}";
|
|||
InputSystem.RegisterLayout(kLayout); |
|||
m_Device = InputSystem.AddDevice("TestDevice"); |
|||
m_Control = (InputControl<int>)m_Device["button"]; |
|||
m_Action = new InputAction("action", InputActionType.Value, "/TestDevice/button", null, null, "int"); |
|||
m_Action.Enable(); |
|||
m_Adaptor = new IntegerInputActionAdaptor(); |
|||
} |
|||
|
|||
public override void TearDown() |
|||
{ |
|||
base.TearDown(); |
|||
m_Adaptor = null; |
|||
} |
|||
|
|||
[Test] |
|||
public void TestGenerateActionSpec() |
|||
{ |
|||
var actionSpec = m_Adaptor.GetActionSpecForInputAction(new InputAction()); |
|||
Assert.IsTrue(actionSpec.NumDiscreteActions == 1); |
|||
Assert.IsTrue(actionSpec.SumOfDiscreteBranchSizes == 2); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestQueueEvent() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 })); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var val = m_Action.ReadValue<int>(); |
|||
Assert.IsTrue(val == 1); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestWriteToHeuristic() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 })); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var buffer = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new int[1])); |
|||
m_Adaptor.WriteToHeuristic(m_Action, buffer); |
|||
Assert.IsTrue(buffer.DiscreteActions[0] == 1); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: a8631ede70c049a7836284217ddfdc94 |
|||
timeCreated: 1613082414 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
public class Vector2InputActionAdaptorTests : InputTestFixture |
|||
{ |
|||
Vector2InputActionAdaptor m_Adaptor; |
|||
InputDevice m_Device; |
|||
InputControl<Vector2> m_Control; |
|||
InputAction m_Action; |
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
const string kLayout = @"
|
|||
{ |
|||
""name"" : ""TestDevice"", |
|||
""extend"" : ""HID"", |
|||
""controls"" : [ |
|||
{ ""name"" : ""button"", ""layout"" : ""Vector2"" } |
|||
] |
|||
}";
|
|||
InputSystem.RegisterLayout(kLayout); |
|||
m_Device = InputSystem.AddDevice("TestDevice"); |
|||
m_Control = (InputControl<Vector2>)m_Device["button"]; |
|||
m_Action = new InputAction("action", InputActionType.Value, "/TestDevice/button", null, null, "Vector2"); |
|||
m_Action.Enable(); |
|||
m_Adaptor = new Vector2InputActionAdaptor(); |
|||
} |
|||
|
|||
public override void TearDown() |
|||
{ |
|||
base.TearDown(); |
|||
m_Adaptor = null; |
|||
} |
|||
|
|||
[Test] |
|||
public void TestGenerateActionSpec() |
|||
{ |
|||
var actionSpec = m_Adaptor.GetActionSpecForInputAction(new InputAction()); |
|||
Assert.IsTrue(actionSpec.NumContinuousActions == 2); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestQueueEvent() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 0f, 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var val = m_Action.ReadValue<Vector2>(); |
|||
Assert.IsTrue(Mathf.Approximately(0f, val.x)); |
|||
Assert.IsTrue(Mathf.Approximately(1f, val.y)); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestWriteToHeuristic() |
|||
{ |
|||
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 0f, 1f }), ActionSegment<int>.Empty); |
|||
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers); |
|||
InputSystem.Update(); |
|||
var buffer = new ActionBuffers(new ActionSegment<float>(new float[2]), ActionSegment<int>.Empty); |
|||
m_Adaptor.WriteToHeuristic(m_Action, buffer); |
|||
Assert.IsTrue(Mathf.Approximately(buffer.ContinuousActions[0], 0f)); |
|||
Assert.IsTrue(Mathf.Approximately(buffer.ContinuousActions[1], 1f)); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: 135c4a0f33174ea090da18b0d67bd169 |
|||
timeCreated: 1613082080 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
using NUnit.Framework; |
|||
using Unity.Barracuda; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using Unity.MLAgents.Policies; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
class TestAdaptor : IRLActionInputAdaptor |
|||
{ |
|||
public bool eventQueued; |
|||
public bool writtenToHeuristic; |
|||
|
|||
public ActionSpec GetActionSpecForInputAction(InputAction action) |
|||
{ |
|||
return ActionSpec.MakeContinuous(1); |
|||
} |
|||
|
|||
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers) |
|||
{ |
|||
eventQueued = true; |
|||
} |
|||
|
|||
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers) |
|||
{ |
|||
writtenToHeuristic = true; |
|||
} |
|||
|
|||
public void Reset() |
|||
{ |
|||
eventQueued = false; |
|||
writtenToHeuristic = false; |
|||
} |
|||
} |
|||
|
|||
[TestFixture] |
|||
public class InputActionActuatorTests |
|||
{ |
|||
BehaviorParameters m_BehaviorParameters; |
|||
InputActionActuator m_Actuator; |
|||
TestAdaptor m_Adaptor; |
|||
|
|||
[SetUp] |
|||
public void Setup() |
|||
{ |
|||
var go = new GameObject(); |
|||
m_BehaviorParameters = go.AddComponent<BehaviorParameters>(); |
|||
var action = new InputAction("action"); |
|||
m_Adaptor = new TestAdaptor(); |
|||
m_Actuator = new InputActionActuator(null, m_BehaviorParameters, action, m_Adaptor); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestOnActionReceived() |
|||
{ |
|||
m_BehaviorParameters.BehaviorType = BehaviorType.HeuristicOnly; |
|||
m_Actuator.OnActionReceived(new ActionBuffers()); |
|||
m_Actuator.Heuristic(new ActionBuffers()); |
|||
Assert.IsFalse(m_Adaptor.eventQueued); |
|||
Assert.IsTrue(m_Adaptor.writtenToHeuristic); |
|||
m_Adaptor.Reset(); |
|||
|
|||
m_BehaviorParameters.BehaviorType = BehaviorType.Default; |
|||
m_Actuator.OnActionReceived(new ActionBuffers()); |
|||
Assert.IsFalse(m_Adaptor.eventQueued); |
|||
m_Adaptor.Reset(); |
|||
|
|||
m_BehaviorParameters.Model = ScriptableObject.CreateInstance<NNModel>(); |
|||
m_Actuator.OnActionReceived(new ActionBuffers()); |
|||
Assert.IsTrue(m_Adaptor.eventQueued); |
|||
m_Adaptor.Reset(); |
|||
|
|||
Assert.AreEqual(m_Actuator.Name, "InputActionActuator-action"); |
|||
m_Actuator.ResetData(); |
|||
m_Actuator.WriteDiscreteActionMask(null); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|
|||
fileFormatVersion: 2 |
|||
guid: c5adebe0f22e48938e7730469f034c70 |
|||
timeCreated: 1613070186 |
|
|||
#if MLA_INPUT_TESTS
|
|||
using System; |
|||
using System.Linq; |
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Extensions.Input; |
|||
using Unity.MLAgents.Policies; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input |
|||
{ |
|||
class TestProvider : MonoBehaviour, IInputActionAssetProvider |
|||
{ |
|||
public InputActionAsset asset; |
|||
public IInputActionCollection2 collection; |
|||
|
|||
public (InputActionAsset, IInputActionCollection2) GetInputActionAsset() |
|||
{ |
|||
return (asset, collection); |
|||
} |
|||
} |
|||
public class InputActuatorComponentTests : InputTestFixture |
|||
{ |
|||
InputActionAsset m_Asset; |
|||
GameObject m_GameObject; |
|||
PlayerInput m_PlayerInput; |
|||
BehaviorParameters m_BehaviorParameters; |
|||
InputActuatorComponent m_ActuatorComponent; |
|||
TestPushBlockActions m_Actions; |
|||
TestProvider m_Provider; |
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
m_Actions = new TestPushBlockActions(); |
|||
m_Asset = m_Actions.asset; |
|||
m_GameObject = new GameObject(); |
|||
m_PlayerInput = m_GameObject.AddComponent<PlayerInput>(); |
|||
m_Provider = m_GameObject.AddComponent<TestProvider>(); |
|||
m_Provider.asset = m_Asset; |
|||
m_Provider.collection = m_Actions; |
|||
m_ActuatorComponent = m_GameObject.AddComponent<InputActuatorComponent>(); |
|||
m_BehaviorParameters = m_GameObject.AddComponent<BehaviorParameters>(); |
|||
m_BehaviorParameters.BehaviorName = "InputTest"; |
|||
m_BehaviorParameters.BehaviorType = BehaviorType.Default; |
|||
} |
|||
|
|||
public override void TearDown() |
|||
{ |
|||
m_ActuatorComponent.CleanupActionAsset(); |
|||
base.TearDown(); |
|||
} |
|||
|
|||
[Test] |
|||
public void InputActuatorComponentTestCreateActuators() |
|||
{ |
|||
// Use the Assert class to test conditions.
|
|||
m_PlayerInput.actions = m_Asset; |
|||
m_PlayerInput.defaultActionMap = m_Asset.actionMaps[0].name; |
|||
var actuators = m_ActuatorComponent.CreateActuators(); |
|||
Assert.IsTrue(actuators.Length == 2); |
|||
Assert.IsTrue(actuators[0].ActionSpec.Equals(ActionSpec.MakeContinuous(2))); |
|||
Assert.IsTrue(actuators[1].ActionSpec.NumDiscreteActions == 1); |
|||
|
|||
var actuatorComponentActionSpec = m_ActuatorComponent.ActionSpec; |
|||
Assert.IsTrue(actuatorComponentActionSpec.BranchSizes.SequenceEqual(new[] {2})); |
|||
Assert.IsTrue(actuatorComponentActionSpec.NumContinuousActions == 2); |
|||
} |
|||
|
|||
[Test] |
|||
public void InputActuatorComponentTestGenerateActuatorsFromAsset() |
|||
{ |
|||
// Use the Assert class to test conditions.
|
|||
m_PlayerInput.actions = m_Asset; |
|||
m_PlayerInput.defaultActionMap = m_Asset.actionMaps[0].name; |
|||
var inputActionMap = m_Asset.FindActionMap(m_PlayerInput.defaultActionMap); |
|||
InputActuatorComponent.RegisterLayoutBuilder( |
|||
inputActionMap, |
|||
"TestLayout"); |
|||
|
|||
var device = InputSystem.AddDevice("TestLayout"); |
|||
|
|||
var actuators = InputActuatorComponent.CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, device); |
|||
Assert.IsTrue(actuators.Length == 2); |
|||
Assert.IsTrue(actuators[0].ActionSpec.Equals(ActionSpec.MakeContinuous(2))); |
|||
Assert.IsTrue(actuators[1].ActionSpec.NumDiscreteActions == 1); |
|||
} |
|||
|
|||
[Test] |
|||
public void InputActuatorComponentTestCreateDevice() |
|||
{ |
|||
// Use the Assert class to test conditions.
|
|||
m_PlayerInput.actions = m_Asset; |
|||
m_PlayerInput.defaultActionMap = m_Asset.actionMaps[0].name; |
|||
|
|||
// need to call this to load the layout in the input system
|
|||
InputActuatorComponent.RegisterLayoutBuilder( |
|||
m_Asset.FindActionMap(m_PlayerInput.defaultActionMap), |
|||
"TestLayout"); |
|||
|
|||
InputSystem.LoadLayout("TestLayout"); |
|||
var device = InputSystem.AddDevice("TestLayout"); |
|||
Assert.AreEqual("TestLayout", device.layout); |
|||
Assert.IsTrue(device.children.Count == 2); |
|||
Assert.AreEqual(device.children[0].path, $"{device.path}{InputControlPath.Separator}movement"); |
|||
Assert.AreEqual(device.children[1].path, $"{device.path}{InputControlPath.Separator}jump"); |
|||
Assert.NotNull(InputSystem.LoadLayout("TestLayout")); |
|||
} |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS
|
|
|||
fileFormatVersion: 2 |
|||
guid: 1894abc7110a4ab39719618db7eb55a9 |
|||
timeCreated: 1612910162 |
|
|||
#if MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
|
|||
//------------------------------------------------------------------------------
|
|||
// <auto-generated>
|
|||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
|||
// version 1.1.0
|
|||
// from Assets/ML-Agents/Examples/PushBlock/TestPushBlockActions.inputactions
|
|||
//
|
|||
// Changes to this file may cause incorrect behavior and will be lost if
|
|||
// the code is regenerated.
|
|||
// </auto-generated>
|
|||
//------------------------------------------------------------------------------
|
|||
|
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.Utilities; |
|||
|
|||
public partial class TestPushBlockActions : IInputActionCollection2, IDisposable |
|||
{ |
|||
public InputActionAsset asset { get; } |
|||
public TestPushBlockActions() |
|||
{ |
|||
asset = InputActionAsset.FromJson(@"{
|
|||
""name"": ""TestPushBlockActions"", |
|||
""maps"": [ |
|||
{ |
|||
""name"": ""Movement"", |
|||
""id"": ""03a2e5d4-ae81-47f1-a575-0779fb7da538"", |
|||
""actions"": [ |
|||
{ |
|||
""name"": ""movement"", |
|||
""type"": ""Value"", |
|||
""id"": ""5f47cbc6-de46-4d33-93e2-2b1af4f5996d"", |
|||
""expectedControlType"": ""Vector2"", |
|||
""processors"": """", |
|||
""interactions"": """" |
|||
}, |
|||
{ |
|||
""name"": ""jump"", |
|||
""type"": ""Value"", |
|||
""id"": ""ca5eb833-5dfb-4b7c-880d-6118bd5d1378"", |
|||
""expectedControlType"": ""Integer"", |
|||
""processors"": """", |
|||
""interactions"": """" |
|||
} |
|||
], |
|||
""bindings"": [ |
|||
{ |
|||
""name"": ""gamepad_move"", |
|||
""id"": ""477500ef-6d32-4b84-b9f8-158f18bcb906"", |
|||
""path"": ""2DVector"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": """", |
|||
""action"": ""movement"", |
|||
""isComposite"": true, |
|||
""isPartOfComposite"": false |
|||
}, |
|||
{ |
|||
""name"": ""up"", |
|||
""id"": ""6d2537b8-2266-4a50-8575-fb0fe310daa5"", |
|||
""path"": ""<Gamepad>/dpad/up"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""down"", |
|||
""id"": ""50584c83-beb6-4e90-a453-a635c03a761e"", |
|||
""path"": ""<Gamepad>/dpad/down"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""left"", |
|||
""id"": ""44408b8f-27e7-4c6d-b078-7536ba020d1a"", |
|||
""path"": ""<Gamepad>/dpad/left"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""right"", |
|||
""id"": ""f5681423-d3e3-41a5-b85e-0a7642c774aa"", |
|||
""path"": ""<Gamepad>/dpad/right"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""keyboard_move"", |
|||
""id"": ""6bcba4bf-5ce0-4005-9e6a-0de2487211b0"", |
|||
""path"": ""2DVector"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": """", |
|||
""action"": ""movement"", |
|||
""isComposite"": true, |
|||
""isPartOfComposite"": false |
|||
}, |
|||
{ |
|||
""name"": ""up"", |
|||
""id"": ""63da699e-b354-4e63-b0f8-26fb92abea41"", |
|||
""path"": ""<Keyboard>/w"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""down"", |
|||
""id"": ""39409748-9002-4aff-9a09-cdc05b9708ad"", |
|||
""path"": ""<Keyboard>/s"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""left"", |
|||
""id"": ""0afe45fc-dc45-4310-9c73-7dc3c503addf"", |
|||
""path"": ""<Keyboard>/a"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": ""right"", |
|||
""id"": ""69fe0335-9e0c-495d-a90d-4b0fcbfd2b34"", |
|||
""path"": ""<Keyboard>/d"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""movement"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": true |
|||
}, |
|||
{ |
|||
""name"": """", |
|||
""id"": ""ab696218-63cd-4eb8-9fe1-48a68e32e92f"", |
|||
""path"": ""<Keyboard>/space"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""jump"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": false |
|||
}, |
|||
{ |
|||
""name"": """", |
|||
""id"": ""7adcb138-5175-4cc4-addc-d2b02cb5f0de"", |
|||
""path"": ""<Gamepad>/buttonSouth"", |
|||
""interactions"": """", |
|||
""processors"": """", |
|||
""groups"": ""Keyboard"", |
|||
""action"": ""jump"", |
|||
""isComposite"": false, |
|||
""isPartOfComposite"": false |
|||
} |
|||
] |
|||
} |
|||
], |
|||
""controlSchemes"": [ |
|||
{ |
|||
""name"": ""Keyboard"", |
|||
""bindingGroup"": ""Keyboard"", |
|||
""devices"": [ |
|||
{ |
|||
""devicePath"": ""<Keyboard>"", |
|||
""isOptional"": true, |
|||
""isOR"": false |
|||
}, |
|||
{ |
|||
""devicePath"": ""<Gamepad>"", |
|||
""isOptional"": true, |
|||
""isOR"": false |
|||
} |
|||
] |
|||
} |
|||
] |
|||
}");
|
|||
// Movement
|
|||
m_Movement = asset.FindActionMap("Movement", throwIfNotFound: true); |
|||
m_Movement_movement = m_Movement.FindAction("movement", throwIfNotFound: true); |
|||
m_Movement_jump = m_Movement.FindAction("jump", throwIfNotFound: true); |
|||
} |
|||
|
|||
public void Dispose() |
|||
{ |
|||
UnityEngine.Object.Destroy(asset); |
|||
} |
|||
|
|||
public InputBinding? bindingMask |
|||
{ |
|||
get => asset.bindingMask; |
|||
set => asset.bindingMask = value; |
|||
} |
|||
|
|||
public ReadOnlyArray<InputDevice>? devices |
|||
{ |
|||
get => asset.devices; |
|||
set => asset.devices = value; |
|||
} |
|||
|
|||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes; |
|||
|
|||
public bool Contains(InputAction action) |
|||
{ |
|||
return asset.Contains(action); |
|||
} |
|||
|
|||
public IEnumerator<InputAction> GetEnumerator() |
|||
{ |
|||
return asset.GetEnumerator(); |
|||
} |
|||
|
|||
IEnumerator IEnumerable.GetEnumerator() |
|||
{ |
|||
return GetEnumerator(); |
|||
} |
|||
|
|||
public void Enable() |
|||
{ |
|||
asset.Enable(); |
|||
} |
|||
|
|||
public void Disable() |
|||
{ |
|||
asset.Disable(); |
|||
} |
|||
public IEnumerable<InputBinding> bindings => asset.bindings; |
|||
|
|||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false) |
|||
{ |
|||
return asset.FindAction(actionNameOrId, throwIfNotFound); |
|||
} |
|||
public int FindBinding(InputBinding bindingMask, out InputAction action) |
|||
{ |
|||
return asset.FindBinding(bindingMask, out action); |
|||
} |
|||
|
|||
// Movement
|
|||
private readonly InputActionMap m_Movement; |
|||
private IMovementActions m_MovementActionsCallbackInterface; |
|||
private readonly InputAction m_Movement_movement; |
|||
private readonly InputAction m_Movement_jump; |
|||
public struct MovementActions |
|||
{ |
|||
private TestPushBlockActions m_Wrapper; |
|||
public MovementActions(TestPushBlockActions wrapper) { m_Wrapper = wrapper; } |
|||
public InputAction @movement => m_Wrapper.m_Movement_movement; |
|||
public InputAction @jump => m_Wrapper.m_Movement_jump; |
|||
public InputActionMap Get() { return m_Wrapper.m_Movement; } |
|||
public void Enable() { Get().Enable(); } |
|||
public void Disable() { Get().Disable(); } |
|||
public bool enabled => Get().enabled; |
|||
public static implicit operator InputActionMap(MovementActions set) { return set.Get(); } |
|||
public void SetCallbacks(IMovementActions instance) |
|||
{ |
|||
if (m_Wrapper.m_MovementActionsCallbackInterface != null) |
|||
{ |
|||
@movement.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnMovement; |
|||
@movement.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnMovement; |
|||
@movement.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnMovement; |
|||
@jump.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump; |
|||
@jump.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump; |
|||
@jump.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump; |
|||
} |
|||
m_Wrapper.m_MovementActionsCallbackInterface = instance; |
|||
if (instance != null) |
|||
{ |
|||
@movement.started += instance.OnMovement; |
|||
@movement.performed += instance.OnMovement; |
|||
@movement.canceled += instance.OnMovement; |
|||
@jump.started += instance.OnJump; |
|||
@jump.performed += instance.OnJump; |
|||
@jump.canceled += instance.OnJump; |
|||
} |
|||
} |
|||
} |
|||
public MovementActions @Movement => new MovementActions(this); |
|||
private int m_KeyboardSchemeIndex = -1; |
|||
public InputControlScheme KeyboardScheme |
|||
{ |
|||
get |
|||
{ |
|||
if (m_KeyboardSchemeIndex == -1) m_KeyboardSchemeIndex = asset.FindControlSchemeIndex("Keyboard"); |
|||
return asset.controlSchemes[m_KeyboardSchemeIndex]; |
|||
} |
|||
} |
|||
public interface IMovementActions |
|||
{ |
|||
void OnMovement(InputAction.CallbackContext context); |
|||
void OnJump(InputAction.CallbackContext context); |
|||
} |
|||
} |
|||
#endif // MLA_INPUT_TESTS && UNITY_2019_4_OR_NEWER
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|||
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|||
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|||
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|||
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|||
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"name": "com.unity.inputsystem", |
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"expression": "1.1.0-preview", |
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"define": "MLA_INPUT_TESTS" |
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