using UnityEngine; public interface IReceptor { public string GetName(); // public NucleusArray array { // get; set; // } public Nucleus[] nucleiArray { get; set; } public void AddReceptorElement(ClusterPrefab prefab); public void RemoveReceptorElement(); public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1); public void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null); } public static class IReceptorHelpers { public static void AddReceptorElement(IReceptor receptor, ClusterPrefab prefab) { if (receptor.nucleiArray.Length == 0) { Debug.LogError("Empty perceptoid array, cannot add"); } int newLength = receptor.nucleiArray.Length + 1; Nucleus[] newArray = new Nucleus[newLength]; string baseName = receptor.GetName(); int colonPos = baseName.IndexOf(":"); if (colonPos > 0) baseName = baseName[..colonPos]; for (int i = 0; i < receptor.nucleiArray.Length; i++) newArray[i] = receptor.nucleiArray[i]; if (receptor.nucleiArray[0] is Nucleus nucleus) { newArray[newLength - 1] = nucleus.Clone(prefab); newArray[newLength - 1].name = $"{baseName}: {newLength - 1}"; } foreach (Nucleus element in receptor.nucleiArray) { if (element is IReceptor receptorElement) { receptorElement.nucleiArray = newArray; } } } public static void RemoveReceptorElement(IReceptor receptor) { int newLength = receptor.nucleiArray.Length - 1; if (newLength == 0) { Debug.LogWarning("Perceptoid array cannot be empty"); } Nucleus[] newArray = new Nucleus[newLength]; for (int i = 0; i < newLength; i++) newArray[i] = receptor.nucleiArray[i]; // Delete the last perception if (receptor.nucleiArray[newLength] is Nucleus nucleus) Neuron.Delete(nucleus); //this._nuclei[newLength]); foreach (Nucleus element in receptor.nucleiArray) { if (element is IReceptor receptorElement) { receptorElement.nucleiArray = newArray; } } } public static void AddArrayReceiver(IReceptor receptor, Nucleus receiverToAdd, float weight = 1) { foreach (Nucleus element in receptor.nucleiArray) { if (element is Cluster cluster) cluster.defaultOutput.AddReceiver(receiverToAdd, weight); if (element is Neuron neuron) neuron.AddReceiver(receiverToAdd, weight); } } }