using System; using Unity.MLAgents.Sensors; using UnityEngine; using UnityEngine.Serialization; namespace Unity.MLAgents.Integrations.Match3 { /// /// Sensor component for a Match3 game. /// [AddComponentMenu("ML Agents/Match 3 Sensor", (int)MenuGroup.Sensors)] public class Match3SensorComponent : SensorComponent, IDisposable { [HideInInspector, SerializeField, FormerlySerializedAs("SensorName")] string m_SensorName = "Match3 Sensor"; /// /// Name of the generated Match3Sensor object. /// Note that changing this at runtime does not affect how the Agent sorts the sensors. /// public string SensorName { get => m_SensorName; set => m_SensorName = value; } [HideInInspector, SerializeField, FormerlySerializedAs("ObservationType")] Match3ObservationType m_ObservationType = Match3ObservationType.Vector; /// /// Type of observation to generate. /// public Match3ObservationType ObservationType { get => m_ObservationType; set => m_ObservationType = value; } private ISensor[] m_Sensors; /// public override ISensor[] CreateSensors() { // Clean up any existing sensors Dispose(); var board = GetComponent(); if (!board) { return Array.Empty(); } var cellSensor = Match3Sensor.CellTypeSensor(board, m_ObservationType, m_SensorName + " (cells)"); // This can be null if numSpecialTypes is 0 var specialSensor = Match3Sensor.SpecialTypeSensor(board, m_ObservationType, m_SensorName + " (special)"); m_Sensors = specialSensor != null ? new ISensor[] { cellSensor, specialSensor } : new ISensor[] { cellSensor }; return m_Sensors; } /// /// Clean up the sensors created by CreateSensors(). /// public void Dispose() { if (m_Sensors != null) { for (var i = 0; i < m_Sensors.Length; i++) { ((Match3Sensor)m_Sensors[i]).Dispose(); } m_Sensors = null; } } } }