using System;
using System.Collections.Generic;
using UnityEngine;
using Barracuda;
using MLAgents.Sensor;
using UnityEngine.Serialization;
namespace MLAgents
{
///
/// A component that when attached to an Agent will automatically request decisions from it
/// at regular intervals.
///
public class DecisionRequester : MonoBehaviour
{
[Range(1, 20)]
[Tooltip("The agent will automatically request a decision every X Academy steps.")]
public int DecisionPeriod = 5;
[Tooltip("Whether or not AgentAction will be called on Academy steps that decisions aren't requested. Has no effect if DecisionPeriod is 1.")]
public bool RepeatAction = true;
[Tooltip("Whether or not Agent decisions should start at a random offset.")]
public bool offsetStep;
private Agent m_Agent;
private int offset;
public void Awake()
{
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 + offset) % DecisionPeriod == 0)
{
m_Agent?.RequestDecision();
}
if (RepeatAction)
{
m_Agent?.RequestAction();
}
}
}
}