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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#if MLA_INPUT_TESTS
using System;
using System.Linq;
using NUnit.Framework;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Extensions.Input;
using Unity.MLAgents.Policies;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input
{
class TestProvider : MonoBehaviour, IInputActionAssetProvider
{
public InputActionAsset asset;
public IInputActionCollection2 collection;
public (InputActionAsset, IInputActionCollection2) GetInputActionAsset()
{
return (asset, collection);
}
}
public class InputActuatorComponentTests : InputTestFixture
{
InputActionAsset m_Asset;
GameObject m_GameObject;
PlayerInput m_PlayerInput;
BehaviorParameters m_BehaviorParameters;
InputActuatorComponent m_ActuatorComponent;
TestPushBlockActions m_Actions;
TestProvider m_Provider;
public override void Setup()
{
base.Setup();
m_Actions = new TestPushBlockActions();
m_Asset = m_Actions.asset;
m_GameObject = new GameObject();
m_PlayerInput = m_GameObject.AddComponent<PlayerInput>();
m_Provider = m_GameObject.AddComponent<TestProvider>();
m_Provider.asset = m_Asset;
m_Provider.collection = m_Actions;
m_ActuatorComponent = m_GameObject.AddComponent<InputActuatorComponent>();
m_BehaviorParameters = m_GameObject.AddComponent<BehaviorParameters>();
m_BehaviorParameters.BehaviorName = "InputTest";
m_BehaviorParameters.BehaviorType = BehaviorType.Default;
}
public override void TearDown()
{
m_ActuatorComponent.CleanupActionAsset();
base.TearDown();
}
[Test]
public void InputActuatorComponentTestCreateActuators()
{
// Use the Assert class to test conditions.
m_PlayerInput.actions = m_Asset;
m_PlayerInput.defaultActionMap = m_Asset.actionMaps[0].name;
var actuators = m_ActuatorComponent.CreateActuators();
Assert.IsTrue(actuators.Length == 2);
Assert.IsTrue(actuators[0].ActionSpec.Equals(ActionSpec.MakeContinuous(2)));
Assert.IsTrue(actuators[1].ActionSpec.NumDiscreteActions == 1);
var actuatorComponentActionSpec = m_ActuatorComponent.ActionSpec;
Assert.IsTrue(actuatorComponentActionSpec.BranchSizes.SequenceEqual(new[] {2}));
Assert.IsTrue(actuatorComponentActionSpec.NumContinuousActions == 2);
}
[Test]
public void InputActuatorComponentTestGenerateActuatorsFromAsset()
{
// Use the Assert class to test conditions.
m_PlayerInput.actions = m_Asset;
m_PlayerInput.defaultActionMap = m_Asset.actionMaps[0].name;
var inputActionMap = m_Asset.FindActionMap(m_PlayerInput.defaultActionMap);
InputActuatorComponent.RegisterLayoutBuilder(
inputActionMap,
"TestLayout");
var device = InputSystem.AddDevice("TestLayout");
var actuators = InputActuatorComponent.CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, device);
Assert.IsTrue(actuators.Length == 2);
Assert.IsTrue(actuators[0].ActionSpec.Equals(ActionSpec.MakeContinuous(2)));
Assert.IsTrue(actuators[1].ActionSpec.NumDiscreteActions == 1);
}
[Test]
public void InputActuatorComponentTestCreateDevice()
{
// Use the Assert class to test conditions.
m_PlayerInput.actions = m_Asset;
m_PlayerInput.defaultActionMap = m_Asset.actionMaps[0].name;
// need to call this to load the layout in the input system
InputActuatorComponent.RegisterLayoutBuilder(
m_Asset.FindActionMap(m_PlayerInput.defaultActionMap),
"TestLayout");
InputSystem.LoadLayout("TestLayout");
var device = InputSystem.AddDevice("TestLayout");
Assert.AreEqual("TestLayout", device.layout);
Assert.IsTrue(device.children.Count == 2);
Assert.AreEqual(device.children[0].path, $"{device.path}{InputControlPath.Separator}movement");
Assert.AreEqual(device.children[1].path, $"{device.path}{InputControlPath.Separator}jump");
Assert.NotNull(InputSystem.LoadLayout("TestLayout"));
}
}
}
#endif // MLA_INPUT_TESTS