using System;
using System.IO;
using MLAgents.CommunicatorObjects;
using UnityEditor;
using UnityEngine;
using UnityEditor.Experimental.AssetImporters;
namespace MLAgents
{
///
/// Asset Importer used to parse demonstration files.
///
[ScriptedImporter(1, new[] {"demo"})]
public class DemonstrationImporter : ScriptedImporter
{
private const string IconPath = "Assets/ML-Agents/Resources/DemoIcon.png";
public override void OnImportAsset(AssetImportContext ctx)
{
var inputType = Path.GetExtension(ctx.assetPath);
if (inputType == null)
{
throw new Exception("Demonstration import error.");
}
try
{
// Read first two proto objects containing metadata and brain parameters.
Stream reader = File.OpenRead(ctx.assetPath);
var metaDataProto = DemonstrationMetaProto.Parser.ParseDelimitedFrom(reader);
var metaData = new DemonstrationMetaData(metaDataProto);
reader.Seek(DemonstrationStore.MetaDataBytes + 1, 0);
var brainParamsProto = BrainParametersProto.Parser.ParseDelimitedFrom(reader);
var brainParameters = new BrainParameters(brainParamsProto);
reader.Close();
var demonstration = ScriptableObject.CreateInstance();
demonstration.Initialize(brainParameters, metaData);
userData = demonstration.ToString();
Texture2D texture = (Texture2D)
AssetDatabase.LoadAssetAtPath(IconPath, typeof(Texture2D));
#if UNITY_2017_3_OR_NEWER
ctx.AddObjectToAsset(ctx.assetPath, demonstration, texture);
ctx.SetMainObject(demonstration);
#else
ctx.SetMainAsset(ctx.assetPath, model);
#endif
}
catch
{
return;
}
}
}
}