using System.Collections.Generic;
using Unity.MLAgents.Sensors;
using NUnit.Framework;
using UnityEngine;
namespace Unity.MLAgentsExamples
{
///
/// The purpose of these tests is to make sure that we can do basic operations like creating
/// an Agent and adding components from code without requiring access to internal methods.
/// The tests aren't intended to add extra test coverage (although they might) and might
/// not check any conditions.
///
[TestFixture]
public class PublicApiValidation
{
[Test]
public void CheckSetupCameraSensorComponent()
{
var gameObject = new GameObject();
var width = 24;
var height = 16;
var sensorComponent = gameObject.AddComponent();
sensorComponent.Camera = Camera.main;
sensorComponent.SensorName = "camera1";
sensorComponent.Width = width;
sensorComponent.Height = height;
sensorComponent.Grayscale = true;
// Make sure the sets actually applied
Assert.AreEqual("camera1", sensorComponent.SensorName);
Assert.AreEqual(width, sensorComponent.Width);
Assert.AreEqual(height, sensorComponent.Height);
Assert.IsTrue(sensorComponent.Grayscale);
}
[Test]
public void CheckSetupRenderTextureSensorComponent()
{
var gameObject = new GameObject();
var sensorComponent = gameObject.AddComponent();
var width = 24;
var height = 16;
var texture = new RenderTexture(width, height, 0);
sensorComponent.RenderTexture = texture;
sensorComponent.SensorName = "rtx1";
sensorComponent.Grayscale = true;
// Make sure the sets actually applied
Assert.AreEqual("rtx1", sensorComponent.SensorName);
Assert.IsTrue(sensorComponent.Grayscale);
}
[Test]
public void CheckSetupRayPerceptionSensorComponent()
{
var gameObject = new GameObject();
var sensorComponent = gameObject.AddComponent();
sensorComponent.SensorName = "ray3d";
sensorComponent.DetectableTags = new List { "Player", "Respawn" };
sensorComponent.RaysPerDirection = 3;
sensorComponent.MaxRayDegrees = 30;
sensorComponent.SphereCastRadius = .1f;
sensorComponent.RayLayerMask = 0;
sensorComponent.ObservationStacks = 2;
sensorComponent.CreateSensor();
}
}
}