using System; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; [Serializable] public class ClusterReceptor : Cluster { public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) { this.name = name; this.array ??= new NucleusArray(this); } public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) { this.name = name; this.array = new NucleusArray(this); } public override Nucleus ShallowCloneTo(Cluster parent) { ClusterReceptor clone = new(this.prefab, parent, this.name) { array = this.array }; return clone; } public override Nucleus Clone(ClusterPrefab prefab) { ClusterReceptor clone = new(prefab, parent, this.name); clone.array = this.array; foreach (Synapse synapse in this.synapses) { Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus); clonedSynapse.weight = synapse.weight; } foreach (Nucleus receiver in this.receivers) { clone.AddReceiver(receiver); } return clone; } public NucleusArray array { get; set; } public override void UpdateStateIsolated() { float3 sum = this.bias; foreach (Nucleus nucleus in this.sortedNuclei) nucleus.UpdateStateIsolated(); this.outputValue = this.output.outputValue; this.stale = 0; UpdateNuclei(); } public override void UpdateNuclei() { this.stale++; if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) { this.bias = new float3(0, 0, 0); this.parent.UpdateFromNucleus(this); } foreach (Nucleus nucleus in this.nuclei) nucleus.UpdateNuclei(); } public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) { this.array ??= new NucleusArray(this.parent); this.array.ProcessStimulus(thingId, inputValue, thingName); } }