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118 行
5.0 KiB
118 行
5.0 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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namespace MLAgents
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{
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/*
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This code is meant to modify the behavior of the inspector on Brain Components.
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Depending on the type of brain that is used, the available fields will be modified in the inspector accordingly.
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*/
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[CustomEditor(typeof(Brain))]
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public class BrainEditor : Editor
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{
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[SerializeField] bool _Foldout = true;
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public override void OnInspectorGUI()
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{
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Brain myBrain = (Brain) target;
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SerializedObject serializedBrain = serializedObject;
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if (myBrain.transform.parent == null)
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{
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EditorGUILayout.HelpBox(
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"A Brain GameObject must be a child of an Academy GameObject!",
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MessageType.Error);
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}
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else if (myBrain.transform.parent.GetComponent<Academy>() == null)
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{
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EditorGUILayout.HelpBox(
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"The Parent of a Brain must have an Academy Component attached to it!",
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MessageType.Error);
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}
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BrainParameters parameters = myBrain.brainParameters;
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if (parameters.vectorActionDescriptions == null ||
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parameters.vectorActionDescriptions.Length != parameters.vectorActionSize)
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parameters.vectorActionDescriptions = new string[parameters.vectorActionSize];
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serializedBrain.Update();
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_Foldout = EditorGUILayout.Foldout(_Foldout, "Brain Parameters");
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int indentLevel = EditorGUI.indentLevel;
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if (_Foldout)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.LabelField("Vector Observation");
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EditorGUI.indentLevel++;
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SerializedProperty bpVectorObsSize =
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serializedBrain.FindProperty("brainParameters.vectorObservationSize");
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EditorGUILayout.PropertyField(bpVectorObsSize, new GUIContent("Space Size",
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"Length of state " +
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"vector for brain (In Continuous state space)." +
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"Or number of possible values (in Discrete state space)."));
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SerializedProperty bpNumStackedVectorObs =
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serializedBrain.FindProperty("brainParameters.numStackedVectorObservations");
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EditorGUILayout.PropertyField(bpNumStackedVectorObs, new GUIContent(
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"Stacked Vectors", "Number of states that" +
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" will be stacked before beeing fed to the neural network."));
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EditorGUI.indentLevel--;
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SerializedProperty bpCamResol =
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serializedBrain.FindProperty("brainParameters.cameraResolutions");
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EditorGUILayout.PropertyField(bpCamResol, new GUIContent("Visual Observation",
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"Describes height, " +
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"width, and whether to greyscale visual observations for the Brain."), true);
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EditorGUILayout.LabelField("Vector Action");
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EditorGUI.indentLevel++;
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SerializedProperty bpVectorActionType =
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serializedBrain.FindProperty("brainParameters.vectorActionSpaceType");
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EditorGUILayout.PropertyField(bpVectorActionType, new GUIContent("Space Type",
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"Corresponds to whether state" +
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" vector contains a single integer (Discrete) " +
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"or a series of real-valued floats (Continuous)."));
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SerializedProperty bpVectorActionSize =
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serializedBrain.FindProperty("brainParameters.vectorActionSize");
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EditorGUILayout.PropertyField(bpVectorActionSize, new GUIContent("Space Size",
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"Length of action vector " +
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"for brain (In Continuous state space)." +
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"Or number of possible values (In Discrete action space)."));
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SerializedProperty bpVectorActionDescription =
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serializedBrain.FindProperty("brainParameters.vectorActionDescriptions");
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EditorGUILayout.PropertyField(bpVectorActionDescription, new GUIContent(
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"Action Descriptions", "A list of strings used to name" +
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" the available actions for the Brain."), true);
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}
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EditorGUI.indentLevel = indentLevel;
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SerializedProperty bt = serializedBrain.FindProperty("brainType");
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EditorGUILayout.PropertyField(bt);
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if (bt.enumValueIndex < 0)
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{
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bt.enumValueIndex = (int) BrainType.Player;
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}
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serializedBrain.ApplyModifiedProperties();
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myBrain.UpdateCoreBrains();
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myBrain.coreBrain.OnInspector();
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#if !NET_4_6 && ENABLE_TENSORFLOW
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EditorGUILayout.HelpBox ("You cannot have ENABLE_TENSORFLOW without NET_4_6", MessageType.Error);
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#endif
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}
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}
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}
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