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92 行
2.3 KiB
92 行
2.3 KiB
using System;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#else
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using System.Linq;
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#endif
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namespace Unity.MLAgents
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{
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#if UNITY_EDITOR
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[InitializeOnLoad]
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#endif
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internal static class MLAgentsSettingsManager
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{
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internal static event Action OnSettingsChange;
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internal const string EditorBuildSettingsConfigKey = "com.unity.ml-agents.settings";
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private static MLAgentsSettings s_Settings;
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// setter will trigger callback for refreshing editor UI if using editor
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public static MLAgentsSettings Settings
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{
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get
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{
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if (s_Settings == null)
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{
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Initialize();
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}
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return s_Settings;
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}
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set
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{
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Debug.Assert(value != null);
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#if UNITY_EDITOR
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if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(value)))
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{
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EditorBuildSettings.AddConfigObject(EditorBuildSettingsConfigKey, value, true);
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}
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#endif
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s_Settings = value;
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ApplySettings();
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}
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}
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static MLAgentsSettingsManager()
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{
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Initialize();
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}
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static void Initialize()
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{
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#if UNITY_EDITOR
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InitializeInEditor();
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#else
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InitializeInPlayer();
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#endif
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}
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#if UNITY_EDITOR
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internal static void InitializeInEditor()
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{
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var settings = ScriptableObject.CreateInstance<MLAgentsSettings>();
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if (EditorBuildSettings.TryGetConfigObject(EditorBuildSettingsConfigKey,
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out MLAgentsSettings settingsAsset))
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{
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if (settingsAsset != null)
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{
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settings = settingsAsset;
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}
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}
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Settings = settings;
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}
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#else
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internal static void InitializeInPlayer()
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{
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Settings = Resources.FindObjectsOfTypeAll<MLAgentsSettings>().FirstOrDefault() ?? ScriptableObject.CreateInstance<MLAgentsSettings>();
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}
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#endif
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internal static void ApplySettings()
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{
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OnSettingsChange?.Invoke();
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}
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internal static void Destroy()
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{
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s_Settings = null;
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OnSettingsChange = null;
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}
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}
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}
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