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 ModelPropName = "model";
private const string InferenceDevicePropName = "inferenceDevice";
private const float TimeBetweenModelReloads = 2f;
// Time since the last reload of the model
private float _timeSinceModelReload;
// Whether or not the model needs to be reloaded
private bool _requireReload;
///
/// Called when the user opens the Inspector for the LearningBrain
///
public void OnEnable()
{
_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(ModelPropName);
EditorGUILayout.ObjectField(tfGraphModel);
var inferenceDevice = serializedBrain.FindProperty(InferenceDevicePropName);
EditorGUILayout.PropertyField(inferenceDevice);
serializedBrain.ApplyModifiedProperties();
if (EditorGUI.EndChangeCheck())
{
_requireReload = true;
}
if (_requireReload && _timeSinceModelReload > TimeBetweenModelReloads)
{
brain.ReloadModel();
_requireReload = false;
_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()
{
_timeSinceModelReload += Time.deltaTime;
}
}
}