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77 行
2.4 KiB
77 行
2.4 KiB
using System;
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using Unity.MLAgents.Sensors;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.MLAgents.Integrations.Match3
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{
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/// <summary>
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/// Sensor component for a Match3 game.
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/// </summary>
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[AddComponentMenu("ML Agents/Match 3 Sensor", (int)MenuGroup.Sensors)]
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public class Match3SensorComponent : SensorComponent, IDisposable
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{
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[HideInInspector, SerializeField, FormerlySerializedAs("SensorName")]
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string m_SensorName = "Match3 Sensor";
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/// <summary>
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/// Name of the generated Match3Sensor object.
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/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
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/// </summary>
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public string SensorName
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{
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get => m_SensorName;
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set => m_SensorName = value;
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("ObservationType")]
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Match3ObservationType m_ObservationType = Match3ObservationType.Vector;
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/// <summary>
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/// Type of observation to generate.
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/// </summary>
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public Match3ObservationType ObservationType
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{
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get => m_ObservationType;
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set => m_ObservationType = value;
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}
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private ISensor[] m_Sensors;
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/// <inheritdoc/>
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public override ISensor[] CreateSensors()
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{
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// Clean up any existing sensors
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Dispose();
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var board = GetComponent<AbstractBoard>();
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if (!board)
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{
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return Array.Empty<ISensor>();
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}
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var cellSensor = Match3Sensor.CellTypeSensor(board, m_ObservationType, m_SensorName + " (cells)");
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// This can be null if BoardSize.NumSpecialTypes is 0
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var specialSensor = Match3Sensor.SpecialTypeSensor(board, m_ObservationType, m_SensorName + " (special)");
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m_Sensors = specialSensor != null
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? new ISensor[] { cellSensor, specialSensor }
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: new ISensor[] { cellSensor };
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return m_Sensors;
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}
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/// <summary>
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/// Clean up the sensors created by CreateSensors().
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/// </summary>
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public void Dispose()
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{
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if (m_Sensors != null)
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{
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for (var i = 0; i < m_Sensors.Length; i++)
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{
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((Match3Sensor)m_Sensors[i]).Dispose();
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}
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m_Sensors = null;
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}
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}
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}
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}
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