using System.Runtime.CompilerServices;
using UnityEngine;
namespace MLAgents
{
///
/// A component that when attached to an Agent will automatically request decisions from it
/// at regular intervals.
///
[AddComponentMenu("ML Agents/Decision Requester", (int)MenuGroup.Default)]
public class DecisionRequester : MonoBehaviour
{
///
/// The frequency with which the agent requests a decision. A DecisionPeriod of 5 means
/// that the Agent will request a decision every 5 Academy steps.
///
[Range(1, 20)]
[Tooltip("The frequency with which the agent requests a decision. A DecisionPeriod " +
"of 5 means that the Agent will request a decision every 5 Academy steps.")]
public int DecisionPeriod = 5;
///
/// Indicates whether or not the agent will take an action during the Academy steps where
/// it does not request a decision. Has no effect when DecisionPeriod is set to 1.
///
[Tooltip("Indicates whether or not the agent will take an action during the Academy " +
"steps where it does not request a decision. Has no effect when DecisionPeriod " +
"is set to 1.")]
public bool RepeatAction = true;
///
/// Whether or not the Agent decisions should start at an offset (different for each agent).
/// This does not affect . Turning this on will distribute
/// the decision-making computations for all the agents across multiple Academy steps.
/// This can be valuable in scenarios where you have many agents in the scene, particularly
/// during the inference phase.
///
[Tooltip("Whether or not Agent decisions should start at an offset.")]
public bool offsetStep;
Agent m_Agent;
int m_Offset;
internal void Awake()
{
m_Offset = offsetStep ? gameObject.GetInstanceID() : 0;
m_Agent = gameObject.GetComponent();
Academy.Instance.AgentSetStatus += MakeRequests;
}
void OnDestroy()
{
if (Academy.IsInitialized)
{
Academy.Instance.AgentSetStatus -= MakeRequests;
}
}
void MakeRequests(int count)
{
if ((count + m_Offset) % DecisionPeriod == 0)
{
m_Agent?.RequestDecision();
}
if (RepeatAction)
{
m_Agent?.RequestAction();
}
}
}
}