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55 行
1.9 KiB
55 行
1.9 KiB
using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.MLAgents.Sensors
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{
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internal class SensorShapeValidator
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{
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List<ObservationSpec> m_SensorShapes;
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/// <summary>
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/// Check that the List Sensors are the same shape as the previous ones.
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/// If this is the first List of Sensors being checked, its Sensor sizes will be saved.
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/// </summary>
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public void ValidateSensors(List<ISensor> sensors)
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{
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if (m_SensorShapes == null)
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{
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m_SensorShapes = new List<ObservationSpec>(sensors.Count);
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// First agent, save the sensor sizes
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foreach (var sensor in sensors)
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{
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m_SensorShapes.Add(sensor.GetObservationSpec());
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}
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}
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else
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{
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// Check for compatibility with the other Agents' Sensors
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if (m_SensorShapes.Count != sensors.Count)
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{
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Debug.AssertFormat(
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m_SensorShapes.Count == sensors.Count,
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"Number of Sensors must match. {0} != {1}",
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m_SensorShapes.Count,
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sensors.Count
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);
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}
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for (var i = 0; i < Mathf.Min(m_SensorShapes.Count, sensors.Count); i++)
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{
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var cachedSpec = m_SensorShapes[i];
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var sensorSpec = sensors[i].GetObservationSpec();
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if (cachedSpec.Shape != sensorSpec.Shape)
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{
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Debug.AssertFormat(
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cachedSpec.Shape == sensorSpec.Shape,
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"Sensor shapes must match. {0} != {1}",
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cachedSpec.Shape,
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sensorSpec.Shape
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);
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}
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}
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}
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}
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}
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}
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