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45 行
2.0 KiB
45 行
2.0 KiB
#if MLA_INPUT_SYSTEM
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using Unity.MLAgents.Actuators;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.LowLevel;
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namespace Unity.MLAgents.Extensions.Input
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{
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/// <summary>
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/// Class that translates data between the a <see cref="UnityEngine.InputSystem.Controls.ButtonControl"/> and
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/// the ML-Agents <see cref="ActionBuffers"/> object.
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/// </summary>
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public class ButtonInputActionAdaptor : IRLActionInputAdaptor
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{
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/// <summary>
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/// TODO this method needs to be more nuanced depending the types of controls that can back it. i.e. TriggerControls
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/// are continuous buttons, etc.
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/// Currently returns an <see cref="ActionSpec"/> with 1 branch of size 2. One value for not pressed, and one
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/// for pressed.
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/// </summary>
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/// <param name="action">The action associated with this adaptor to help determine the action space.</param>
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/// <returns></returns>
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public ActionSpec GetActionSpecForInputAction(InputAction action)
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{
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return ActionSpec.MakeDiscrete(2);
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}
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/// TODO again this might need to be more nuanced for things like continuous buttons.
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/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
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public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
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{
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var val = actionBuffers.DiscreteActions[0];
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((ButtonControl)control).WriteValueIntoEvent((float)val, eventPtr);
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}
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/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>>
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public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers)
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{
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var discreteActions = actionBuffers.DiscreteActions;
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var val = action.ReadValue<float>();
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discreteActions[0] = (int)val;
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}
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}
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}
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#endif // MLA_INPUT_SYSTEM
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