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97 行
3.5 KiB
97 行
3.5 KiB
using System.Collections.Generic;
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using System;
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namespace Unity.MLAgents.SideChannels
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{
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/// <summary>
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/// Side channel that is comprised of a collection of float variables.
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/// </summary>
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public class FloatPropertiesChannel : SideChannel
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{
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Dictionary<string, float> m_FloatProperties = new Dictionary<string, float>();
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Dictionary<string, Action<float>> m_RegisteredActions = new Dictionary<string, Action<float>>();
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const string k_FloatPropertiesDefaultId = "60ccf7d0-4f7e-11ea-b238-784f4387d1f7";
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/// <summary>
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/// Initializes the side channel with the provided channel ID.
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/// </summary>
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/// <param name="channelId">ID for the side channel.</param>
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public FloatPropertiesChannel(Guid channelId = default(Guid))
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{
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if (channelId == default(Guid))
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{
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ChannelId = new Guid(k_FloatPropertiesDefaultId);
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}
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else
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{
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ChannelId = channelId;
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}
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}
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/// <inheritdoc/>
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protected override void OnMessageReceived(IncomingMessage msg)
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{
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var key = msg.ReadString();
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var value = msg.ReadFloat32();
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m_FloatProperties[key] = value;
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Action<float> action;
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m_RegisteredActions.TryGetValue(key, out action);
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action?.Invoke(value);
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}
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/// <summary>
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/// Sets one of the float properties of the environment. This data will be sent to Python.
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/// </summary>
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/// <param name="key"> The string identifier of the property.</param>
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/// <param name="value"> The float value of the property.</param>
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public void Set(string key, float value)
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{
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m_FloatProperties[key] = value;
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using (var msgOut = new OutgoingMessage())
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{
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msgOut.WriteString(key);
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msgOut.WriteFloat32(value);
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QueueMessageToSend(msgOut);
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}
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Action<float> action;
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m_RegisteredActions.TryGetValue(key, out action);
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action?.Invoke(value);
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}
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/// <summary>
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/// Get an Environment property with a default value. If there is a value for this property,
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/// it will be returned, otherwise, the default value will be returned.
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/// </summary>
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/// <param name="key"> The string identifier of the property.</param>
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/// <param name="defaultValue"> The default value of the property.</param>
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/// <returns></returns>
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public float GetWithDefault(string key, float defaultValue)
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{
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float valueOut;
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bool hasKey = m_FloatProperties.TryGetValue(key, out valueOut);
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return hasKey ? valueOut : defaultValue;
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}
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/// <summary>
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/// Registers an action to be performed everytime the property is changed.
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/// </summary>
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/// <param name="key"> The string identifier of the property.</param>
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/// <param name="action"> The action that ill be performed. Takes a float as input.</param>
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public void RegisterCallback(string key, Action<float> action)
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{
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m_RegisteredActions[key] = action;
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}
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/// <summary>
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/// Returns a list of all the string identifiers of the properties currently present.
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/// </summary>
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/// <returns> The list of string identifiers </returns>
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public IList<string> Keys()
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{
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return new List<string>(m_FloatProperties.Keys);
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}
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}
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}
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