using UnityEngine; using UnityEditor; namespace MLAgents { /// /// CustomEditor for the LearningBrain class. Defines the default Inspector view for a /// LearningBrain. /// Shows the BrainParameters of the Brain and expose a tool to deep copy BrainParameters /// between brains. Also exposes a drag box for the Model that will be used by the /// LearningBrain. /// [CustomEditor(typeof(LearningBrain))] public class LearningBrainEditor : BrainEditor { private const string k_ModelPropName = "model"; private const string k_InferenceDevicePropName = "inferenceDevice"; private const float k_TimeBetweenModelReloads = 2f; // Time since the last reload of the model private float m_TimeSinceModelReload; // Whether or not the model needs to be reloaded private bool m_RequireReload; /// /// Called when the user opens the Inspector for the LearningBrain /// public void OnEnable() { m_RequireReload = true; EditorApplication.update += IncreaseTimeSinceLastModelReload; } /// /// Called when the user leaves the Inspector for the LearningBrain /// public void OnDisable() { EditorApplication.update -= IncreaseTimeSinceLastModelReload; } public override void OnInspectorGUI() { EditorGUILayout.LabelField("Learning Brain", EditorStyles.boldLabel); var brain = (LearningBrain)target; var serializedBrain = serializedObject; EditorGUI.BeginChangeCheck(); base.OnInspectorGUI(); serializedBrain.Update(); var tfGraphModel = serializedBrain.FindProperty(k_ModelPropName); EditorGUILayout.ObjectField(tfGraphModel); var inferenceDevice = serializedBrain.FindProperty(k_InferenceDevicePropName); EditorGUILayout.PropertyField(inferenceDevice); serializedBrain.ApplyModifiedProperties(); if (EditorGUI.EndChangeCheck()) { m_RequireReload = true; } if (m_RequireReload && m_TimeSinceModelReload > k_TimeBetweenModelReloads) { brain.ReloadModel(); m_RequireReload = false; m_TimeSinceModelReload = 0; } // Display all failed checks var failedChecks = brain.GetModelFailedChecks(); foreach (var check in failedChecks) { if (check != null) { EditorGUILayout.HelpBox(check, MessageType.Warning); } } } /// /// Increases the time since last model reload by the deltaTime since the last Update call /// from the UnityEditor /// private void IncreaseTimeSinceLastModelReload() { m_TimeSinceModelReload += Time.deltaTime; } } }