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75 行
2.7 KiB
75 行
2.7 KiB
using System.Collections.Generic;
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using Unity.MLAgents.Sensors;
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using NUnit.Framework;
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using UnityEngine;
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// The purpose of these tests is to make sure that we can do basic operations like creating
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/// an Agent and adding components from code without requiring access to internal methods.
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/// The tests aren't intended to add extra test coverage (although they might) and might
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/// not check any conditions.
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/// </summary>
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[TestFixture]
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public class PublicApiValidation
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{
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[Test]
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public void CheckSetupCameraSensorComponent()
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{
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var gameObject = new GameObject();
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var width = 24;
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var height = 16;
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var sensorComponent = gameObject.AddComponent<CameraSensorComponent>();
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sensorComponent.Camera = Camera.main;
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sensorComponent.SensorName = "camera1";
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sensorComponent.Width = width;
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sensorComponent.Height = height;
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sensorComponent.Grayscale = true;
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// Make sure the sets actually applied
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Assert.AreEqual("camera1", sensorComponent.SensorName);
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Assert.AreEqual(width, sensorComponent.Width);
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Assert.AreEqual(height, sensorComponent.Height);
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Assert.IsTrue(sensorComponent.Grayscale);
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}
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[Test]
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public void CheckSetupRenderTextureSensorComponent()
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{
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var gameObject = new GameObject();
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var sensorComponent = gameObject.AddComponent<RenderTextureSensorComponent>();
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var width = 24;
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var height = 16;
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var texture = new RenderTexture(width, height, 0);
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sensorComponent.RenderTexture = texture;
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sensorComponent.SensorName = "rtx1";
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sensorComponent.Grayscale = true;
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// Make sure the sets actually applied
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Assert.AreEqual("rtx1", sensorComponent.SensorName);
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Assert.IsTrue(sensorComponent.Grayscale);
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}
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#if MLA_UNITY_PHYSICS_MODULE
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[Test]
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public void CheckSetupRayPerceptionSensorComponent()
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{
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var gameObject = new GameObject();
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var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>();
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sensorComponent.SensorName = "ray3d";
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sensorComponent.DetectableTags = new List<string> { "Player", "Respawn" };
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sensorComponent.RaysPerDirection = 3;
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sensorComponent.MaxRayDegrees = 30;
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sensorComponent.SphereCastRadius = .1f;
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sensorComponent.RayLayerMask = 0;
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sensorComponent.ObservationStacks = 2;
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sensorComponent.CreateSensors();
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}
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#endif
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}
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}
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