Cluster instance per prefab instance

This commit is contained in:
Pascal Serrarens 2026-05-20 09:53:48 +02:00
parent 76023718cb
commit a87118fc23
6 changed files with 274 additions and 8 deletions

View File

@ -1,3 +1,4 @@
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
@ -7,7 +8,7 @@ using System;
using System.Reflection;
namespace NanoBrain.Unity {
/*
[CustomPropertyDrawer(typeof(ClusterPrefab))]
class ClusterPrefab_Drawer : PropertyDrawer {
public static void Insepctor(SerializedObject serializedObject, string propertyName) {
@ -51,7 +52,7 @@ namespace NanoBrain.Unity {
// foldout header rect
Rect headerRect = new(fieldRect.x, fieldRect.yMax + 4f, fieldRect.width, EditorGUIUtility.singleLineHeight);
isOpen = EditorGUI.Foldout(headerRect, isOpen, "Graph", true);
isOpen = EditorGUI.Foldout(headerRect, isOpen, "Gaph", true);
s_foldouts[key] = isOpen;
if (isOpen) {
@ -126,4 +127,4 @@ namespace NanoBrain.Unity {
}
*/
}
}

View File

@ -37,7 +37,7 @@ namespace NanoBrain.Unity {
public static void Render(Rect drawRect, Cluster cluster, SerializedProperty property) {
ClusterView clusterView = GetClusterView(property);
if (clusterView.currentCluster == null) {
if (clusterView.currentCluster == null || clusterView.currentCluster != cluster) {
clusterView.currentCluster = cluster;
clusterView.currentNucleus = cluster.defaultOutput;
clusterView.selectedOutput = clusterView.currentNucleus;
@ -46,7 +46,7 @@ namespace NanoBrain.Unity {
}
public static void Render(Rect drawRect, Cluster cluster, SerializedObject obj) {
ClusterView clusterView = GetClusterView(obj);
if (clusterView.currentCluster == null) {
if (clusterView.currentCluster == null || clusterView.currentCluster != cluster) {
clusterView.currentCluster = cluster;
clusterView.currentNucleus = cluster.defaultOutput;
clusterView.selectedOutput = clusterView.currentNucleus;

View File

@ -25,7 +25,7 @@ namespace NanoBrain.Unity {
protected Nucleus selectedSynapseNeuron;
protected GameObject gameObject;
private bool expandArray = false;
//private bool expandArray = false;
protected ClusterPrefab prefabAsset;
protected VisualElement topMenuContainer;

248
Editor/Cluster_Drawer.cs Normal file
View File

@ -0,0 +1,248 @@
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using System;
using System.Reflection;
namespace NanoBrain.Unity {
[CustomPropertyDrawer(typeof(Cluster))]
class Cluster_Drawer : PropertyDrawer {
public static void Insepctor(SerializedObject serializedObject, string propertyName) {
EditorGUILayout.PropertyField(serializedObject.FindProperty(propertyName));
}
const float padding = 4f;
const float elementHeight = 64f; // height reserved for the VisualElement
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
float height = EditorGUIUtility.singleLineHeight + padding;
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
s_foldouts.TryGetValue(key, out bool isOpen);
SerializedProperty prefabProp = property.FindPropertyRelative(nameof(Cluster.prefab));
if (prefabProp.objectReferenceValue != null && isOpen) {
height += padding + elementHeight;
height = 500;
}
else
height = 18;
return height;
}
static readonly Dictionary<string, bool> s_foldouts = new();
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
label = EditorGUI.BeginProperty(position, label, property);
// Begin indent block
int indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
SerializedProperty prefabProp = property.FindPropertyRelative(nameof(Cluster.prefab));
// Draw the object field on the top line
Rect fieldRect = new(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(fieldRect, prefabProp, label);
if (EditorGUI.EndChangeCheck()) {
prefabProp.serializedObject.ApplyModifiedProperties();
ClusterPrefab clusterPrefab = prefabProp.objectReferenceValue as ClusterPrefab;
if (clusterPrefab != null) {
Cluster newCluster = new(clusterPrefab);
SerializedObject serializedObject = property.serializedObject;
foreach (UnityEngine.Object targetObject in serializedObject.targetObjects) {
var parent = SerializedPropertyUtility.GetParentObjectAndMember(targetObject, property.propertyPath, out var memberInfo, out int outIndex);
if (parent != null && memberInfo is FieldInfo fieldInfo) {
fieldInfo.SetValue(parent, newCluster);
EditorUtility.SetDirty(targetObject);
}
}
}
}
if (prefabProp.objectReferenceValue is ClusterPrefab prefab) {
if (property.serializedObject.targetObjects.Length == 1) {
// Graph is not shown when multi-editing
UnityEngine.Object targetObject = property.serializedObject.targetObject;
Cluster cluster = SerializedPropertyUtility.GetManagedObjectForProperty(targetObject, property.propertyPath) as Cluster;
// key per field instance
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
if (!s_foldouts.TryGetValue(key, out bool isOpen))
isOpen = true;
// foldout header rect
Rect headerRect = new(fieldRect.x, fieldRect.yMax + 4f, fieldRect.width, EditorGUIUtility.singleLineHeight);
isOpen = EditorGUI.Foldout(headerRect, isOpen, "Graph", true);
s_foldouts[key] = isOpen;
if (isOpen) {
// content rect below header
Rect drawRect = new(fieldRect.x, headerRect.yMax + 2f, fieldRect.width, 450f);
ClusterView.Render(drawRect, cluster, property);
//Debug.Log(prefab.cluster.defaultOutput.outputMagnitude);
}
}
}
else {
}
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
public static class SerializedPropertyUtility {
// Walks path like "myField.nested.arrayField.Array.data[0].value"
// Returns parent object that contains the final member, and sets outMember (FieldInfo or PropertyInfo) for the final member.
// If final target is an array/list element, returns parent as the IList and outMember = null, and outIndex set to element index.
public static object GetParentObjectAndMember(object root, string propertyPath, out MemberInfo outMember, out int outIndex) {
outMember = null;
outIndex = -1;
if (root == null || string.IsNullOrEmpty(propertyPath)) return null;
object obj = root;
var parts = propertyPath.Split('.');
for (int i = 0; i < parts.Length; i++) {
string part = parts[i];
// handle array/list: Unity path uses "Array" then "data[index]"
if (part == "Array" && i + 2 < parts.Length && parts[i + 1].StartsWith("data[")) {
// previous part name is the list/array field name
string listFieldName = parts[i - 1];
// get the field info for listFieldName on current obj's type
var fiList = GetFieldInTypeHierarchy(obj.GetType(), listFieldName);
object listObj = fiList != null ? fiList.GetValue(obj) : GetPropValue(obj, listFieldName);
if (listObj == null) return null;
// parse index from e.g. "data[3]"
string indexPart = parts[i + 1]; // like data[3]
int start = indexPart.IndexOf('[') + 1;
int end = indexPart.IndexOf(']');
int index = int.Parse(indexPart.Substring(start, end - start));
// if this is the last element in the path, return parent=the IList and outIndex=index
if (i + 2 == parts.Length - 0) {
outMember = null;
outIndex = index;
return listObj as IList;
}
// otherwise step into the element and continue
if (listObj is IList ilist) {
obj = ilist[index];
}
else {
// not an IList — cannot continue
return null;
}
i += 1; // skip the data[...] part (we already consumed it)
continue;
}
// normal field/property access: if this is the last part, return parent and member
bool isLast = (i == parts.Length - 1);
var fi = GetFieldInTypeHierarchy(obj.GetType(), part);
if (fi != null) {
if (isLast) {
outMember = fi;
return obj;
}
else {
obj = fi.GetValue(obj);
if (obj == null) return null;
continue;
}
}
var pi = GetPropertyInTypeHierarchy(obj.GetType(), part);
if (pi != null) {
if (isLast) {
outMember = pi;
return obj;
}
else {
obj = pi.GetValue(obj);
if (obj == null) return null;
continue;
}
}
// if nothing found, fail
return null;
}
return null;
}
public static object GetManagedObjectForProperty(object root, string propertyPath) {
var obj = root;
var parts = propertyPath.Split('.');
for (int i = 0; i < parts.Length; i++) {
var part = parts[i];
// handle array: "arrayField.Array.data[index]"
if (part == "Array") {
i += 2; // skip "Array" and "data[index]"
var indexPart = parts[i]; // like "data[0]"
int start = indexPart.IndexOf('[') + 1;
int end = indexPart.IndexOf(']');
int idx = int.Parse(indexPart.Substring(start, end - start));
var listField = parts[i - 2];
var fi = obj.GetType().GetField(listField, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
var list = fi.GetValue(obj) as System.Collections.IList;
obj = list[idx];
continue;
}
var field = obj.GetType().GetField(part, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (field == null) {
var prop = obj.GetType().GetProperty(part, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (prop == null) return null;
obj = prop.GetValue(obj);
}
else {
obj = field.GetValue(obj);
}
if (obj == null) return null;
}
return obj;
}
static FieldInfo GetFieldInTypeHierarchy(Type type, string fieldName) {
while (type != null) {
var fi = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (fi != null) return fi;
type = type.BaseType;
}
return null;
}
static PropertyInfo GetPropertyInTypeHierarchy(Type type, string propName) {
while (type != null) {
var pi = type.GetProperty(propName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (pi != null) return pi;
type = type.BaseType;
}
return null;
}
static object GetPropValue(object obj, string name) {
var pi = GetPropertyInTypeHierarchy(obj.GetType(), name);
if (pi != null) return pi.GetValue(obj);
var fi = GetFieldInTypeHierarchy(obj.GetType(), name);
if (fi != null) return fi.GetValue(obj);
return null;
}
}
}

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@ -0,0 +1,11 @@
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guid: 18e075a03ca2efdb2895079f63eb333a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -65,7 +65,7 @@ namespace NanoBrain {
public List<Nucleus> nuclei = new();
// the nuclei sorted using topological sorting
// to ensure that the cluster is computer in the right order
//public List<Nucleus> sortedNuclei;
#region Init
@ -108,6 +108,9 @@ namespace NanoBrain {
/// Strange that this does not take any parameters or return values.
/// Where which the clone be found???
private void ClonePrefab() {
if (this.prefab == null || this.prefab.cluster == null || this.prefab.cluster.nuclei == null)
return;
Nucleus[] prefabNuclei = this.prefab.cluster.nuclei.ToArray();
// first clone the nuclei without their connections
@ -460,7 +463,7 @@ namespace NanoBrain {
return null;
}
}
/// <summary>
/// The neurons without outgoing connections
/// </summary>
@ -548,6 +551,9 @@ namespace NanoBrain {
/// <param name="neuronName">The name of the neuron to find</param>
/// <returns>The found neuron or null when it is not found</returns>
public Neuron GetNeuron(string neuronName) {
if (this.nuclei == null)
return null;
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is Neuron neuron && neuron.name == neuronName)
return neuron;