using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.MLAgents.Sensors
{
///
/// Component that wraps a .
///
[AddComponentMenu("ML Agents/Render Texture Sensor", (int)MenuGroup.Sensors)]
public class RenderTextureSensorComponent : SensorComponent, IDisposable
{
RenderTextureSensor m_Sensor;
///
/// The [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) instance
/// that the associated wraps.
///
[HideInInspector, SerializeField, FormerlySerializedAs("renderTexture")]
RenderTexture m_RenderTexture;
///
/// Stores the [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html)
/// associated with this sensor.
///
public RenderTexture RenderTexture
{
get { return m_RenderTexture; }
set { m_RenderTexture = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("sensorName")]
string m_SensorName = "RenderTextureSensor";
///
/// Name of the generated .
/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
///
public string SensorName
{
get { return m_SensorName; }
set { m_SensorName = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("grayscale")]
bool m_Grayscale;
///
/// Whether the RenderTexture observation should be converted to grayscale or not.
/// Note that changing this after the sensor is created has no effect.
///
public bool Grayscale
{
get { return m_Grayscale; }
set { m_Grayscale = value; }
}
[HideInInspector, SerializeField]
[Range(1, 50)]
[Tooltip("Number of frames that will be stacked before being fed to the neural network.")]
int m_ObservationStacks = 1;
[HideInInspector, SerializeField, FormerlySerializedAs("compression")]
SensorCompressionType m_Compression = SensorCompressionType.PNG;
///
/// Compression type for the render texture observation.
///
public SensorCompressionType CompressionType
{
get { return m_Compression; }
set { m_Compression = value; UpdateSensor(); }
}
///
/// Whether to stack previous observations. Using 1 means no previous observations.
/// Note that changing this after the sensor is created has no effect.
///
public int ObservationStacks
{
get { return m_ObservationStacks; }
set { m_ObservationStacks = value; }
}
///
public override ISensor[] CreateSensors()
{
Dispose();
m_Sensor = new RenderTextureSensor(RenderTexture, Grayscale, SensorName, m_Compression);
if (ObservationStacks != 1)
{
return new ISensor[] { new StackingSensor(m_Sensor, ObservationStacks) };
}
return new ISensor[] { m_Sensor };
}
///
/// Update fields that are safe to change on the Sensor at runtime.
///
internal void UpdateSensor()
{
if (m_Sensor != null)
{
m_Sensor.CompressionType = m_Compression;
}
}
///
/// Clean up the sensor created by CreateSensors().
///
public void Dispose()
{
if (!ReferenceEquals(null, m_Sensor))
{
m_Sensor.Dispose();
m_Sensor = null;
}
}
}
}