Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using UnityEngine;
using UnityEditor;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Editor
{
internal class RayPerceptionSensorComponentBaseEditor : UnityEditor.Editor
{
bool m_RequireSensorUpdate;
protected void OnRayPerceptionInspectorGUI(bool is3d)
{
var so = serializedObject;
so.Update();
// Drawing the RayPerceptionSensorComponent
EditorGUI.BeginChangeCheck();
EditorGUI.indentLevel++;
// Don't allow certain fields to be modified during play mode.
// * SensorName affects the ordering of the Agent's observations
// * The number of tags and rays affects the size of the observations.
EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties());
{
EditorGUILayout.PropertyField(so.FindProperty("m_SensorName"), true);
EditorGUILayout.PropertyField(so.FindProperty("m_DetectableTags"), true);
EditorGUILayout.PropertyField(so.FindProperty("m_RaysPerDirection"), true);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.PropertyField(so.FindProperty("m_MaxRayDegrees"), true);
EditorGUILayout.PropertyField(so.FindProperty("m_SphereCastRadius"), true);
EditorGUILayout.PropertyField(so.FindProperty("m_RayLength"), true);
EditorGUILayout.PropertyField(so.FindProperty("m_RayLayerMask"), true);
// Because the number of observation stacks affects the observation shape,
// it is not editable during play mode.
EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties());
{
EditorGUILayout.PropertyField(so.FindProperty("m_ObservationStacks"), new GUIContent("Stacked Raycasts"), true);
}
EditorGUI.EndDisabledGroup();
if (is3d)
{
EditorGUILayout.PropertyField(so.FindProperty("m_StartVerticalOffset"), true);
EditorGUILayout.PropertyField(so.FindProperty("m_EndVerticalOffset"), true);
}
EditorGUILayout.PropertyField(so.FindProperty("rayHitColor"), true);
EditorGUILayout.PropertyField(so.FindProperty("rayMissColor"), true);
EditorGUI.indentLevel--;
if (EditorGUI.EndChangeCheck())
{
m_RequireSensorUpdate = true;
}
so.ApplyModifiedProperties();
UpdateSensorIfDirty();
}
void UpdateSensorIfDirty()
{
if (m_RequireSensorUpdate)
{
var sensorComponent = serializedObject.targetObject as RayPerceptionSensorComponentBase;
sensorComponent?.UpdateSensor();
m_RequireSensorUpdate = false;
}
}
}
[CustomEditor(typeof(RayPerceptionSensorComponent2D))]
[CanEditMultipleObjects]
internal class RayPerceptionSensorComponent2DEditor : RayPerceptionSensorComponentBaseEditor
{
public override void OnInspectorGUI()
{
OnRayPerceptionInspectorGUI(false);
}
}
[CustomEditor(typeof(RayPerceptionSensorComponent3D))]
[CanEditMultipleObjects]
internal class RayPerceptionSensorComponent3DEditor : RayPerceptionSensorComponentBaseEditor
{
public override void OnInspectorGUI()
{
OnRayPerceptionInspectorGUI(true);
}
}
}