Cluster no longer clones ClusterPrefab
This commit is contained in:
parent
b60fc19d96
commit
5cb9e788a4
206
Cluster.cs
206
Cluster.cs
@ -7,38 +7,31 @@ using static Unity.Mathematics.math;
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[System.Serializable]
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public class Cluster : INucleus {
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// The ScriptableObject asset from which the runtime object has been created
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[SerializeField]
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public ClusterPrefab prefab;
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public ClusterPrefab storedPrefab;
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//public ClusterPrefab prefab;
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public ClusterPrefab cluster { get; set; }
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[SerializeField]
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protected string _name;
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public virtual string name {
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get => _name;
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set => _name = value;
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public Cluster() {
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}
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public Cluster(Cluster parent) {
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this.parent = parent;
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}
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public Cluster(ClusterPrefab prefab) {
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this.prefab = UnityEngine.Object.Instantiate(prefab);
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this.storedPrefab = prefab;
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//this.prefab = prefab.Clone();
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this.name = prefab.name;
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this.cluster = null;
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if (this.cluster != null)
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this.cluster.nuclei.Add(this);
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}
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// Hmm, a cluster instance can never be part of a scriptable object...(Cluster)
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public Cluster(ClusterPrefab parent, ClusterPrefab prefab) {
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this.prefab = prefab.Clone(); //UnityEngine.Object.Instantiate(prefab);
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this.name = prefab.name;
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public Cluster(ClusterPrefab parent, ClusterPrefab realPrefab) {
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this.storedPrefab = realPrefab;
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//this.prefab = realPrefab.Clone();
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this.name = realPrefab.name;
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this.cluster = parent;
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if (this.cluster != null)
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this.cluster.nuclei.Add(this);
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// foreach (IReceptor nucleus in this.prefab.nuclei) {
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// IReceptor clone = nucleus.CloneTo(null);
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// this.dynamicNuclei.Add(clone);
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// }
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}
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public virtual IReceptor Clone() {
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@ -56,7 +49,112 @@ public class Cluster : INucleus {
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return clone;
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}
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public INucleus output => prefab.output;
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// public IReceptor CloneTo(ClusterPrefab parent) {
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// Cluster clone = new(parent, this.prefab);
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// return clone;
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// }
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public IReceptor ShallowCloneTo(Cluster parent) {
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Cluster clone = new(parent);
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return clone;
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}
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// public IReceptor ShallowCloneTo(ClusterPrefab parent) {
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// Cluster clone = new(parent, this.prefab);
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// return clone;
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// }
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// Deep clone a nucleus with its connections
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public virtual Cluster InstantiatePrefab(ClusterPrefab prefab) {
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Cluster clone = new Cluster {
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nuclei = new()
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};
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IReceptor[] nucleiArray = this.nuclei.ToArray();
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// first clone the nuclei without their connections
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foreach (IReceptor nucleus in this.nuclei)
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nucleus.ShallowCloneTo(clone);
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IReceptor[] clonedNuclei = clone.nuclei.ToArray();
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// Now clone the connections
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for (int nucleusIx = 0; nucleusIx < nucleiArray.Length; nucleusIx++) {
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IReceptor receptor = nucleiArray[nucleusIx];
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IReceptor clonedReceptor = clonedNuclei[nucleusIx];
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if (clonedReceptor == null)
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continue;
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// Copy the synapses
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if (receptor is INucleus nucleus) {
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foreach (Synapse synapse in nucleus.synapses) {
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if (clonedReceptor is not INucleus clonedNucleus)
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continue;
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int ix = GetNucleusIndex(nucleiArray, synapse.nucleus);
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if (ix < 0)
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continue;
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IReceptor clonedSynapseNucleus = clonedNuclei[ix];
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if (clonedSynapseNucleus == null)
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continue;
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clonedNucleus.AddSynapse(clonedSynapseNucleus, synapse.weight);
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}
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}
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// Copy the receivers
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foreach (INucleus receiver in nucleiArray[nucleusIx].receivers) {
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int ix = GetNucleusIndex(nucleiArray, receiver);
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if (ix < 0)
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continue;
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if (clonedNuclei[ix] is not INucleus clonedReceiver)
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continue;
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clonedReceptor.AddReceiver(clonedReceiver);
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}
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}
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return clone;
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}
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private int GetNucleusIndex(IReceptor[] nucleiArray, IReceptor nucleus) {
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for (int i = 0; i < nucleiArray.Length; i++) {
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if (nucleus == nucleiArray[i])
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return i;
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}
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return -1;
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}
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public ClusterPrefab cluster { get; set; }
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public Cluster parent { get; set; }
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[SerializeReference]
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public List<IReceptor> nuclei = new();
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[SerializeField]
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protected string _name;
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public virtual string name {
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get => _name;
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set => _name = value;
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}
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public List<INucleus> _inputs = null;
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public virtual List<INucleus> inputs {
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get {
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if (this._inputs == null) {
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this._inputs = new();
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foreach (IReceptor receptor in this.nuclei) {
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if (receptor is INucleus nucleus) {
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// inputs have no incoming synapses yet.
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if (nucleus.synapses.Count == 0)
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this._inputs.Add(nucleus);
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}
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}
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}
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return this._inputs;
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}
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}
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//public INucleus output => prefab.output;
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public virtual INucleus output => this.nuclei[0] as INucleus;
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// Not sure if this belongs here...
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[SerializeReference]
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@ -68,27 +166,14 @@ public class Cluster : INucleus {
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#region Synapses
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// class ClusterSynapse : Synapse {
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// public IReceptor receptor;
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// public ClusterSynapse(IReceptor nucleus, INucleus receptor, float weight = 1.0f) : base(nucleus, weight) {
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// this.receptor = receptor;
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// }
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// }
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[SerializeField]
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private List<Synapse> _synapses = new();
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public List<Synapse> synapses => _synapses;
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public Synapse AddSynapse(IReceptor sendingNucleus) {
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Synapse synapse = new(sendingNucleus); //, this.prefab.inputs[0]);
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public Synapse AddSynapse(IReceptor sendingNucleus, float weight = 1.0f) {
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Synapse synapse = new(sendingNucleus, weight); //, this.prefab.inputs[0]);
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this._synapses.Add(synapse);
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return synapse;
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// else {
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// INucleus receptor = (INucleus)this.prefab.nuclei.Find(nucleus => nucleus is INucleus n && nucleus.name == nucleusName);
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// ClusterSynapse synapse = new(sendingNucleus, receptor);
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// receptor.AddSynapse(sendingNucleus);
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// }
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// // Add synapse to which neuron?
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// return null;
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}
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// Does this even exist already?
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@ -117,48 +202,6 @@ public class Cluster : INucleus {
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receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
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}
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// public void AddReceiver(INucleus receivingNucleus) {
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// int newLength = this._receivers.Count + 1;
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// INucleus[] newReceivers = new INucleus[newLength];
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// // Copy the existing receivers
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// for (int ix = 0; ix < this._receivers.Count; ix++)
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// newReceivers[ix] = this._receivers[ix];
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// // Add the new receivers
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// newReceivers[this._receivers.Count] = receivingNucleus;
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// // Replace the receivers with the new receivers
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// this._receivers = new(newReceivers);
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// receivingNucleus.AddSynapse(this);
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// }
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// public void RemoveReceiver(INucleus receivingNucleus) {
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// Debug.Log("Clusterinstance. remote receiver");
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// int newLength = this._receivers.Count - 1;
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// if (newLength < 0)
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// // Array was empty, so we cannot remove anything
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// return;
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// INucleus[] newReceivers = new INucleus[newLength];
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// int newIx = 0;
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// // Copy all receivers except receivingNucleus
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// for (int ix = 0; ix < this._receivers.Count; ix++) {
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// if (this._receivers[ix] == receivingNucleus)
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// // skip the receiver we want to remote
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// continue;
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// if (newIx >= newLength)
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// // We want to copy more elements than expected
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// // the receivingNucleus is not found
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// // and the original array is returned
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// return;
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// newReceivers[newIx] = this._receivers[ix];
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// newIx++;
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// }
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// this._receivers = new(newReceivers);
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// }
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#endregion Receivers
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#region Runtime
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@ -191,9 +234,9 @@ public class Cluster : INucleus {
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sum += synapse.weight * synapse.nucleus.outputValue;
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}
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// This does not work because the prefab nucleus does not have a state
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this.prefab.inputs[0].UpdateState(sum);
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//this._outputValue = this.output.outputValue;
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//this.prefab.inputs[0].UpdateState(sum);
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this.inputs[0].UpdateState(sum);
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UpdateResult(this.output.outputValue);
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}
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@ -214,7 +257,8 @@ public class Cluster : INucleus {
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if (this.stale > 2)
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_outputValue = Vector3.zero;
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foreach (IReceptor nucleus in this.prefab.nuclei)
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//foreach (IReceptor nucleus in this.prefab.nuclei)
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foreach (IReceptor nucleus in this.nuclei)
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nucleus.UpdateNuclei();
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}
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@ -36,12 +36,67 @@ public class ClusterPrefab : ScriptableObject {
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}
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}
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/*
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// Deep clone a nucleus with its connections
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public virtual ClusterPrefab Clone() {
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ClusterPrefab clone = Instantiate(this);
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clone.nuclei = new();
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// foreach (IReceptor nucleus in this.nuclei)
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// nucleus.CloneTo(clone);
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IReceptor[] nucleiArray = this.nuclei.ToArray();
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// first clone the nuclei without their connections
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foreach (IReceptor nucleus in this.nuclei)
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nucleus.ShallowCloneTo(clone);
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IReceptor[] clonedNuclei = clone.nuclei.ToArray();
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// Now clone the connections
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for (int nucleusIx = 0; nucleusIx < nucleiArray.Length; nucleusIx++) {
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IReceptor receptor = nucleiArray[nucleusIx];
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IReceptor clonedReceptor = clonedNuclei[nucleusIx];
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if (clonedReceptor == null)
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continue;
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// Copy the synapses
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if (receptor is INucleus nucleus) {
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foreach (Synapse synapse in nucleus.synapses) {
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if (clonedReceptor is not INucleus clonedNucleus)
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continue;
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int ix = GetNucleusIndex(nucleiArray, synapse.nucleus);
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if (ix < 0)
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continue;
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IReceptor clonedSynapseNucleus = clonedNuclei[ix];
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if (clonedSynapseNucleus == null)
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continue;
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clonedNucleus.AddSynapse(clonedSynapseNucleus, synapse.weight);
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}
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}
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// Copy the receivers
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foreach (INucleus receiver in nucleiArray[nucleusIx].receivers) {
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int ix = GetNucleusIndex(nucleiArray, receiver);
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if (ix < 0)
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continue;
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if (clonedNuclei[ix] is not INucleus clonedReceiver)
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continue;
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clonedReceptor.AddReceiver(clonedReceiver);
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}
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}
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return clone;
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}
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private int GetNucleusIndex(IReceptor[] nucleiArray, IReceptor nucleus) {
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for (int i = 0; i < nucleiArray.Length; i++) {
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if (nucleus == nucleiArray[i])
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return i;
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}
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return -1;
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}
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*/
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// Call this function to ensure that there is at least one nucleus
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// This is an invariant and should be ensured before the nucleus is used
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// because output requires it.
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@ -10,7 +10,7 @@ public interface INucleus : IReceptor {
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// Senders
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public List<Synapse> synapses { get; }
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public Synapse AddSynapse(IReceptor sender);
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public Synapse AddSynapse(IReceptor sender, float weight = 1.0f);
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public NucleusArray array { get; set; }
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@ -48,6 +48,8 @@ public interface IReceptor {
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#endregion dynamic
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//public IReceptor ShallowCloneTo(ClusterPrefab parent);
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public IReceptor ShallowCloneTo(Cluster parent);
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//public IReceptor CloneTo(ClusterPrefab parent);
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public IReceptor Clone();
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}
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36
Neuron.cs
36
Neuron.cs
@ -88,6 +88,7 @@ public class Neuron : INucleus {
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#region Runtime state (not serialized)
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public ClusterPrefab cluster { get; set; }
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public Cluster parent { get; set; }
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#region Activation
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@ -165,6 +166,13 @@ public class Neuron : INucleus {
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#endregion Runtime state
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public Neuron(Cluster parent, string name) {
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this.parent = parent;
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this.name = name;
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if (this.cluster != null) {
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this.cluster.nuclei.Add(this);
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}
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}
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public Neuron(ClusterPrefab parent, string name) {
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this.cluster = parent;
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this.name = name;
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@ -179,6 +187,28 @@ public class Neuron : INucleus {
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// this._name = name;
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// }
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// this clone the nucleus without the synapses and receivers
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public virtual IReceptor ShallowCloneTo(Cluster newParent) {
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Neuron clone = new(newParent, this.name) {
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array = this.array,
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curve = this.curve,
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curvePreset = this.curvePreset,
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curveMax = this.curveMax,
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average = this.average
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};
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return clone;
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}
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public virtual IReceptor ShallowCloneTo(ClusterPrefab newParent) {
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Neuron clone = new(newParent, this.name) {
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array = this.array,
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curve = this.curve,
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curvePreset = this.curvePreset,
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curveMax = this.curveMax,
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average = this.average
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};
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return clone;
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}
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public virtual IReceptor CloneTo(ClusterPrefab parent) {
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Neuron clone = new(parent, this.name) {
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array = this.array,
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@ -187,8 +217,6 @@ public class Neuron : INucleus {
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curveMax = this.curveMax,
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average = this.average
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};
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// if (clone.cluster != null)
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// clone.cluster.nuclei.Add(clone);
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foreach (Synapse synapse in this.synapses) {
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Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
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@ -254,8 +282,8 @@ public class Neuron : INucleus {
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}
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}
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public Synapse AddSynapse(IReceptor sendingNucleus) {
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Synapse synapse = new(sendingNucleus);
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public Synapse AddSynapse(IReceptor sendingNucleus, float weight = 1.0f) {
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Synapse synapse = new(sendingNucleus, weight);
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this.synapses.Add(synapse);
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return synapse;
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}
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33
Receptor.cs
33
Receptor.cs
@ -1,11 +1,14 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Serializable]
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public class Receptor : IReceptor {
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private Cluster cluster;
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private ClusterPrefab cluster;
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private Cluster parent;
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[SerializeField]
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protected string _name;
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@ -14,16 +17,21 @@ public class Receptor : IReceptor {
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set => _name = value;
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}
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public Receptor(Cluster cluster) {
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public Receptor(Cluster parent) {
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this.parent = parent;
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if (parent != null)
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parent.nuclei.Add(this);
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}
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public Receptor(ClusterPrefab cluster) {
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this.cluster = cluster;
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if (cluster != null)
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cluster.prefab.nuclei.Add(this);
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cluster.nuclei.Add(this);
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}
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public Receptor(Cluster cluster, INucleus nucleus) {
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public Receptor(ClusterPrefab cluster, INucleus nucleus) {
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this.cluster = cluster;
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if (cluster != null)
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cluster.prefab.nuclei.Add(this);
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cluster.nuclei.Add(this);
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this.AddReceiver(nucleus);
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}
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@ -31,8 +39,10 @@ public class Receptor : IReceptor {
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if (cluster == null)
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return null;
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//Receptor receptor = new(cluster.prefab);
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Receptor receptor = new(cluster);
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foreach (INucleus nucleus in cluster.prefab.inputs) {
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//foreach (INucleus nucleus in cluster.prefab.inputs) {
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foreach (INucleus nucleus in cluster.inputs) {
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if (nucleus != null && nucleus.name == nucleusName) {
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// Receptor receptor = new(cluster, nucleus);
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// return receptor;
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@ -45,7 +55,16 @@ public class Receptor : IReceptor {
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return receptor;
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}
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public virtual IReceptor CloneTo(Cluster parent) {
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public virtual IReceptor ShallowCloneTo(Cluster parent) {
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Receptor clone = new(parent);
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return clone;
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}
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public virtual IReceptor ShallowCloneTo(ClusterPrefab parent) {
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Receptor clone = new(parent);
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return clone;
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}
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|
||||
public virtual IReceptor CloneTo(ClusterPrefab parent) {
|
||||
Receptor clone = new(parent);
|
||||
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
|
||||
@ -13,18 +13,18 @@ MonoBehaviour:
|
||||
m_Name: Velocity
|
||||
m_EditorClassIdentifier: Assembly-CSharp::ClusterPrefab
|
||||
nuclei:
|
||||
- rid: 2243601420268863545
|
||||
- rid: 2243601425629446539
|
||||
references:
|
||||
version: 2
|
||||
RefIds:
|
||||
- rid: 2243601420268863545
|
||||
- rid: 2243601425629446539
|
||||
type: {class: Neuron, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_name: Output
|
||||
_synapses: []
|
||||
_receivers: []
|
||||
_array:
|
||||
rid: 2243601420268863546
|
||||
rid: 2243601425629446540
|
||||
_curvePreset: 0
|
||||
curve:
|
||||
serializedVersion: 2
|
||||
@ -52,9 +52,9 @@ MonoBehaviour:
|
||||
m_RotationOrder: 4
|
||||
curveMax: 1
|
||||
average: 0
|
||||
- rid: 2243601420268863546
|
||||
- rid: 2243601425629446540
|
||||
type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_nuclei:
|
||||
- rid: 2243601420268863545
|
||||
- rid: 2243601425629446539
|
||||
name: Output
|
||||
|
||||
@ -620,19 +620,16 @@ public class ClusterInspector : Editor {
|
||||
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
|
||||
}
|
||||
|
||||
private void OnClusterPicked(INucleus nucleus, ClusterPrefab subCluster) {
|
||||
Cluster subclusterInstance = new(this.cluster, subCluster);
|
||||
//this.cluster.AddSubCluster(subclusterInstance);
|
||||
//this.cluster.nuclei.Add(subclusterInstance);
|
||||
private void OnClusterPicked(INucleus nucleus, ClusterPrefab prefab) {
|
||||
Cluster subclusterInstance = new(this.cluster, prefab);
|
||||
subclusterInstance.AddReceiver(nucleus);
|
||||
}
|
||||
|
||||
private void EditCluster(Cluster subCluster) {
|
||||
//var currentActiveObject = Selection.activeObject;
|
||||
Selection.activeObject = subCluster.prefab;
|
||||
EditorGUIUtility.PingObject(subCluster.prefab);
|
||||
var editor = Editor.CreateEditor(subCluster.prefab);
|
||||
//Selection.activeObject = currentActiveObject;
|
||||
// May be used with storedPrefab...
|
||||
Selection.activeObject = subCluster.storedPrefab;
|
||||
EditorGUIUtility.PingObject(subCluster.storedPrefab);
|
||||
var editor = Editor.CreateEditor(subCluster.storedPrefab);
|
||||
}
|
||||
|
||||
// Connect to another nucleus in the same cluster
|
||||
|
||||
@ -22,8 +22,8 @@ public class NanoBrainComponent_Editor : Editor {
|
||||
}
|
||||
|
||||
public override VisualElement CreateInspectorGUI() {
|
||||
//NanoBrainComponent component = target as NanoBrainComponent;
|
||||
ClusterPrefab brain = Application.isPlaying ? component.brain.prefab : component.defaultBrain;
|
||||
//ClusterPrefab brain = Application.isPlaying ? component.brain.prefab : component.defaultBrain;
|
||||
Cluster brain = component.brain;
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
serializedObject.Update();
|
||||
@ -79,7 +79,7 @@ public class NanoBrainComponent_Editor : Editor {
|
||||
});
|
||||
|
||||
if (brain != null && board != null)
|
||||
board.SetGraph(component.gameObject, brain, brain.output, inspectorContainer);
|
||||
board.SetGraph(component.gameObject, brain.storedPrefab, brain.output, inspectorContainer);
|
||||
// else
|
||||
// Debug.LogWarning(" No brain!");
|
||||
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NanoBrainComponent : MonoBehaviour {
|
||||
[SerializeField]
|
||||
public ClusterPrefab defaultBrain;
|
||||
private Cluster brainInstance;
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user