using UnityEngine; using UnityEditor; using Barracuda; using MLAgents.Sensor; namespace MLAgents { /* This code is meant to modify the behavior of the inspector on Agent Components. */ [CustomEditor(typeof(BehaviorParameters))] [CanEditMultipleObjects] public class BehaviorParametersEditor : Editor { const float k_TimeBetweenModelReloads = 2f; // Time since the last reload of the model float m_TimeSinceModelReload; // Whether or not the model needs to be reloaded bool m_RequireReload; public override void OnInspectorGUI() { var so = serializedObject; so.Update(); // Drawing the Behavior Parameters EditorGUI.BeginChangeCheck(); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(so.FindProperty("m_BehaviorName")); EditorGUILayout.PropertyField(so.FindProperty("m_BrainParameters"), true); EditorGUILayout.PropertyField(so.FindProperty("m_Model"), true); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(so.FindProperty("m_InferenceDevice"), true); EditorGUI.indentLevel--; EditorGUILayout.PropertyField(so.FindProperty("m_BehaviorType")); EditorGUILayout.PropertyField(so.FindProperty("m_TeamID")); EditorGUI.indentLevel--; if (EditorGUI.EndChangeCheck()) { m_RequireReload = true; } DisplayFailedModelChecks(); so.ApplyModifiedProperties(); } /// /// Must be called within OnEditorGUI() /// void DisplayFailedModelChecks() { if (m_RequireReload && m_TimeSinceModelReload > k_TimeBetweenModelReloads) { m_RequireReload = false; m_TimeSinceModelReload = 0; } // Display all failed checks D.logEnabled = false; Model barracudaModel = null; var model = (NNModel)serializedObject.FindProperty("m_Model").objectReferenceValue; var behaviorParameters = (BehaviorParameters)target; var sensorComponents = behaviorParameters.GetComponents(); var brainParameters = behaviorParameters.brainParameters; if (model != null) { barracudaModel = ModelLoader.Load(model.Value); } if (brainParameters != null) { var failedChecks = InferenceBrain.BarracudaModelParamLoader.CheckModel( barracudaModel, brainParameters, sensorComponents); foreach (var check in failedChecks) { if (check != null) { EditorGUILayout.HelpBox(check, MessageType.Warning); } } } } } }