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27 行
1.6 KiB
27 行
1.6 KiB
#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
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using UnityEngine.InputSystem;
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namespace Unity.MLAgents.Extensions.Input
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{
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/// <summary>
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/// Implement this interface if you are listening to C# events from the generated C# class from the
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/// <see cref="InputActionAsset"/>. This interface works with the <see cref="InputActuatorComponent"/> in order
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/// to allow ML-Agents to simulate input actions based on the instance of the <see cref="InputActionAsset"/>
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/// used to listen to events. If you implement this interface the <see cref="InputActuatorComponent"/> will use
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/// what is returned from <see cref="GetInputActionAsset"/> as the asset to base it's simulated input for.
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/// Otherwise, the <see cref="InputActuatorComponent"/> will look for the <see cref="PlayerInput"/> component
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/// and use the asset from there. If you have multiple components handling PlayerInput on the same GameObject
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/// they will need to share the same instance of the <see cref="InputActionAsset"/> in order to get the simulated
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/// input.
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/// </summary>
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public interface IInputActionAssetProvider
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{
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/// <summary>
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/// Returns the <see cref="InputActionAsset"/> instance being from the generated C# class of the
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/// <see cref="InputActionAsset"/> in order to correctly fire events when simulating input from ML-Agents.
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/// </summary>
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/// <returns>The instance of the <see cref="InputActionAsset"/> you are listening for events on.</returns>
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(InputActionAsset, IInputActionCollection2) GetInputActionAsset();
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}
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}
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#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
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