using System.Collections; using System.Collections.Generic; using UnityEngine; /// CoreBrain which decides actions via communication with an external system such as Python. public class CoreBrainExternal : ScriptableObject, CoreBrain { public Brain brain; /**< Reference to the brain that uses this CoreBrainExternal */ ExternalCommunicator coord; /// Creates the reference to the brain public void SetBrain(Brain b) { brain = b; } /// Generates the communicator for the Academy if none was present and /// subscribe to ExternalCommunicator if it was present. public void InitializeCoreBrain() { if (brain.gameObject.transform.parent.gameObject.GetComponent().communicator == null) { coord = new ExternalCommunicator(brain.gameObject.transform.parent.gameObject.GetComponent()); brain.gameObject.transform.parent.gameObject.GetComponent().communicator = coord; coord.SubscribeBrain(brain); } else { if (brain.gameObject.transform.parent.gameObject.GetComponent().communicator is ExternalCommunicator) { coord = (ExternalCommunicator)brain.gameObject.transform.parent.gameObject.GetComponent().communicator; coord.SubscribeBrain(brain); } } } /// Uses the communicator to retrieve the actions, memories and values and /// sends them to the agents public void DecideAction() { brain.SendActions(coord.GetDecidedAction(brain.gameObject.name)); brain.SendMemories(coord.GetMemories(brain.gameObject.name)); brain.SendValues(coord.GetValues(brain.gameObject.name)); } /// Uses the communicator to send the states, observations, rewards and /// dones outside of Unity public void SendState() { coord.giveBrainInfo(brain); } /// Nothing needs to appear in the inspector public void OnInspector() { } }