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180 行
7.5 KiB
180 行
7.5 KiB
using UnityEngine;
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using UnityEditor;
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using Unity.MLAgents.Policies;
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namespace Unity.MLAgents.Editor
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{
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/// <summary>
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/// PropertyDrawer for BrainParameters. Defines how BrainParameters are displayed in the
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/// Inspector.
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/// </summary>
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[CustomPropertyDrawer(typeof(BrainParameters))]
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internal class BrainParametersDrawer : PropertyDrawer
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{
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// The height of a line in the Unity Inspectors
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const float k_LineHeight = 17f;
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const int k_VecObsNumLine = 3;
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const string k_ActionSizePropName = "VectorActionSize";
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const string k_ActionTypePropName = "VectorActionSpaceType";
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const string k_ActionDescriptionPropName = "VectorActionDescriptions";
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const string k_VecObsPropName = "VectorObservationSize";
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const string k_NumVecObsPropName = "NumStackedVectorObservations";
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/// <inheritdoc />
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return GetHeightDrawVectorObservation() +
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GetHeightDrawVectorAction(property);
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}
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/// <inheritdoc />
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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position.height = k_LineHeight;
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EditorGUI.BeginProperty(position, label, property);
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EditorGUI.indentLevel++;
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// Vector Observations
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DrawVectorObservation(position, property);
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position.y += GetHeightDrawVectorObservation();
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// Vector Action
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DrawVectorAction(position, property);
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position.y += GetHeightDrawVectorAction(property);
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EditorGUI.EndProperty();
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EditorGUI.indentLevel = indent;
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}
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/// <summary>
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/// Draws the Vector Observations for the Brain Parameters
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/// </summary>
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/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
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/// <param name="property">The SerializedProperty of the BrainParameters
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/// to make the custom GUI for.</param>
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static void DrawVectorObservation(Rect position, SerializedProperty property)
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{
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EditorGUI.LabelField(position, "Vector Observation");
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position.y += k_LineHeight;
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EditorGUI.indentLevel++;
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EditorGUI.PropertyField(position,
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property.FindPropertyRelative(k_VecObsPropName),
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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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position.y += k_LineHeight;
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EditorGUI.PropertyField(position,
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property.FindPropertyRelative(k_NumVecObsPropName),
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new GUIContent("Stacked Vectors",
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"Number of states that will be stacked before " +
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"being fed to the neural network."));
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position.y += k_LineHeight;
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EditorGUI.indentLevel--;
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}
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/// <summary>
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/// The Height required to draw the Vector Observations paramaters
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/// </summary>
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/// <returns>The height of the drawer of the Vector Observations </returns>
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static float GetHeightDrawVectorObservation()
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{
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return k_VecObsNumLine * k_LineHeight;
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}
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/// <summary>
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/// Draws the Vector Actions parameters for the Brain Parameters
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/// </summary>
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/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
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/// <param name="property">The SerializedProperty of the BrainParameters
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/// to make the custom GUI for.</param>
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static void DrawVectorAction(Rect position, SerializedProperty property)
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{
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EditorGUI.LabelField(position, "Vector Action");
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position.y += k_LineHeight;
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EditorGUI.indentLevel++;
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var bpVectorActionType = property.FindPropertyRelative(k_ActionTypePropName);
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EditorGUI.PropertyField(
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position,
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bpVectorActionType,
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new GUIContent("Space Type",
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"Corresponds to whether state vector contains a single integer (Discrete) " +
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"or a series of real-valued floats (Continuous)."));
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position.y += k_LineHeight;
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if (bpVectorActionType.enumValueIndex == 1)
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{
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DrawContinuousVectorAction(position, property);
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}
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else
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{
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DrawDiscreteVectorAction(position, property);
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}
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}
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/// <summary>
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/// Draws the Continuous Vector Actions parameters for the Brain Parameters
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/// </summary>
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/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
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/// <param name="property">The SerializedProperty of the BrainParameters
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/// to make the custom GUI for.</param>
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static void DrawContinuousVectorAction(Rect position, SerializedProperty property)
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{
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var vecActionSize = property.FindPropertyRelative(k_ActionSizePropName);
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vecActionSize.arraySize = 1;
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var continuousActionSize =
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vecActionSize.GetArrayElementAtIndex(0);
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EditorGUI.PropertyField(
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position,
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continuousActionSize,
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new GUIContent("Space Size", "Length of continuous action vector."));
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}
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/// <summary>
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/// Draws the Discrete Vector Actions parameters for the Brain Parameters
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/// </summary>
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/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
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/// <param name="property">The SerializedProperty of the BrainParameters
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/// to make the custom GUI for.</param>
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static void DrawDiscreteVectorAction(Rect position, SerializedProperty property)
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{
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var vecActionSize = property.FindPropertyRelative(k_ActionSizePropName);
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vecActionSize.arraySize = EditorGUI.IntField(
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position, "Branches Size", vecActionSize.arraySize);
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position.y += k_LineHeight;
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position.x += 20;
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position.width -= 20;
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for (var branchIndex = 0;
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branchIndex < vecActionSize.arraySize;
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branchIndex++)
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{
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var branchActionSize =
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vecActionSize.GetArrayElementAtIndex(branchIndex);
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EditorGUI.PropertyField(
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position,
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branchActionSize,
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new GUIContent("Branch " + branchIndex + " Size",
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"Number of possible actions for the branch number " + branchIndex + "."));
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position.y += k_LineHeight;
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}
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}
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/// <summary>
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/// The Height required to draw the Vector Action parameters.
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/// </summary>
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/// <returns>The height of the drawer of the Vector Action.</returns>
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static float GetHeightDrawVectorAction(SerializedProperty property)
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{
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var actionSize = 2 + property.FindPropertyRelative(k_ActionSizePropName).arraySize;
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if (property.FindPropertyRelative(k_ActionTypePropName).enumValueIndex == 0)
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{
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actionSize += 1;
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}
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return actionSize * k_LineHeight;
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}
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}
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}
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