using UnityEngine;
namespace Unity.MLAgents.Sensors
{
///
/// Grid-based sensor with one-hot observations.
///
public class OneHotGridSensor : GridSensorBase
{
///
/// Create a OneHotGridSensor with the specified configuration.
///
/// The sensor name
/// The scale of each cell in the grid
/// Number of cells on each side of the grid
/// Tags to be detected by the sensor
/// Compression type
public OneHotGridSensor(
string name,
Vector3 cellScale,
Vector3Int gridSize,
string[] detectableTags,
SensorCompressionType compression
) : base(name, cellScale, gridSize, detectableTags, compression)
{
}
///
protected override int GetCellObservationSize()
{
return DetectableTags == null ? 0 : DetectableTags.Length;
}
///
protected override bool IsDataNormalized()
{
return true;
}
///
protected internal override ProcessCollidersMethod GetProcessCollidersMethod()
{
return ProcessCollidersMethod.ProcessClosestColliders;
}
///
/// Get the one-hot representation of the detected game object's tag.
///
/// The game object that was detected within a certain cell
/// The index of the detectedObject's tag in the DetectableObjects list
/// The buffer to write the observation values.
/// The buffer size is configured by .
///
protected override void GetObjectData(GameObject detectedObject, int tagIndex, float[] dataBuffer)
{
dataBuffer[tagIndex] = 1;
}
}
}