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81 行
2.8 KiB
81 行
2.8 KiB
using UnityEngine;
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using UnityEditor;
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namespace MLAgents
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{
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/// <summary>
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/// CustomEditor for the LearningBrain class. Defines the default Inspector view for a
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/// LearningBrain.
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/// Shows the BrainParameters of the Brain and expose a tool to deep copy BrainParameters
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/// between brains. Also exposes a drag box for the Model that will be used by the
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/// LearningBrain.
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/// </summary>
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[CustomEditor(typeof(LearningBrain))]
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public class LearningBrainEditor : BrainEditor
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{
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private const string ModelPropName = "model";
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private const float TimeBetweenModelReloads = 2f;
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// Time since the last reload of the model
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private float _timeSinceModelReload;
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// Whether or not the model needs to be reloaded
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private bool _requireReload;
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/// <summary>
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/// Called when the user opens the Inspector for the LearningBrain
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/// </summary>
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public void OnEnable()
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{
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_requireReload = true;
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EditorApplication.update += IncreaseTimeSinceLastModelReload;
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}
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/// <summary>
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/// Called when the user leaves the Inspector for the LearningBrain
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/// </summary>
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public void OnDisable()
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{
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EditorApplication.update -= IncreaseTimeSinceLastModelReload;
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}
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public override void OnInspectorGUI()
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{
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EditorGUILayout.LabelField("Learning Brain", EditorStyles.boldLabel);
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var brain = (LearningBrain) target;
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var serializedBrain = serializedObject;
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EditorGUI.BeginChangeCheck();
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base.OnInspectorGUI();
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serializedBrain.Update();
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var tfGraphModel = serializedBrain.FindProperty(ModelPropName);
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EditorGUILayout.ObjectField(tfGraphModel);
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serializedBrain.ApplyModifiedProperties();
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if (EditorGUI.EndChangeCheck())
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{
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_requireReload = true;
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}
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if (_requireReload && _timeSinceModelReload > TimeBetweenModelReloads)
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{
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brain.ReloadModel();
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_requireReload = false;
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_timeSinceModelReload = 0;
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}
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// Display all failed checks
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var failedChecks = brain.GetModelFailedChecks();
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foreach (var check in failedChecks)
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{
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if (check != null)
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{
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EditorGUILayout.HelpBox(check, MessageType.Warning);
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}
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}
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}
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/// <summary>
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/// Increases the time since last model reload by the deltaTime since the last Update call
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/// from the UnityEditor
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/// </summary>
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private void IncreaseTimeSinceLastModelReload()
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{
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_timeSinceModelReload += Time.deltaTime;
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}
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}
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}
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