using UnityEngine;
using UnityEditor;
namespace MLAgents
{
///
/// CustomEditor for the Heuristic Brain class. Defines the default Inspector view for a
/// HeuristicBrain.
/// Shows the BrainParameters of the Brain and expose a tool to deep copy BrainParameters
/// between brains. Provides a drag box for a Decision Monoscript that will be used by
/// the Heuristic Brain.
///
[CustomEditor(typeof(HeuristicBrain))]
public class HeuristicBrainEditor : BrainEditor
{
public override void OnInspectorGUI()
{
EditorGUILayout.LabelField("Heuristic Brain", EditorStyles.boldLabel);
var brain = (HeuristicBrain)target;
base.OnInspectorGUI();
// Expose the Heuristic Brain's Monoscript for decision in a drag and drop box.
brain.decisionScript = EditorGUILayout.ObjectField(
"Decision Script", brain.decisionScript, typeof(MonoScript), true) as MonoScript;
CheckIsDecision(brain);
// Draw an error box if the Decision is not set.
if (brain.decisionScript == null)
{
EditorGUILayout.HelpBox("You need to add a 'Decision' component to this Object",
MessageType.Error);
}
}
///
/// Ensures tht the Monoscript for the decision of the HeuristicBrain is either null or
/// an implementation of Decision. If the Monoscript is not an implementation of
/// Decision, it will be set to null.
///
/// The HeuristicBrain with the decision script attached
private static void CheckIsDecision(HeuristicBrain brain)
{
if (brain.decisionScript != null)
{
var decisionInstance = (CreateInstance(brain.decisionScript.name) as Decision);
if (decisionInstance == null)
{
Debug.LogError(
"Instance of " + brain.decisionScript.name + " couldn't be created. " +
"The script class needs to derive from Decision.");
brain.decisionScript = null;
}
}
}
}
}