using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; using Unity.Mathematics; using static Unity.Mathematics.math; [CustomEditor(typeof(ClusterPrefab))] public class ClusterInspector : Editor { protected static VisualElement mainContainer; protected static VisualElement inspectorContainer; protected bool breakOnWake = false; #region Start public override VisualElement CreateInspectorGUI() { ClusterPrefab prefab = target as ClusterPrefab; // string path = AssetDatabase.GetAssetPath(prefab); // or known path // Debug.Log($"{path}"); // ClusterPrefab currentWrapper = AssetDatabase.LoadAssetAtPath(path); // if (currentWrapper == null) // Debug.LogError("CreateInspectorGUI: Cluster Prefab is not found on disk"); if (prefab != null) prefab.EnsureInitialization(); serializedObject.Update(); VisualElement root = new(); CreateInspector(root, prefab, prefab.output, null); serializedObject.ApplyModifiedProperties(); return root; } public static GraphView CreateInspector(VisualElement root, ClusterPrefab cluster, Nucleus output, GameObject gameObject) { root.style.paddingLeft = 0; root.style.paddingRight = 0; root.style.paddingTop = 0; root.style.paddingBottom = 0; root.styleSheets.Add(Resources.Load("GraphStyles")); // does the main container have added value? // is just is like the root mainContainer = new() { style = { height = 450, flexDirection = FlexDirection.Row } }; GraphView graph = new(cluster); graph.style.flexGrow = 1; inspectorContainer = new VisualElement { name = "inspector", style = { width = 300, flexGrow = 0 } }; mainContainer.Add(graph); mainContainer.Add(inspectorContainer); root.Add(mainContainer); graph.SetGraph(gameObject, output, inspectorContainer); return graph; } public class GraphView : VisualElement { readonly ClusterPrefab prefab; SerializedObject serializedBrain; Nucleus currentNucleus; GameObject gameObject; private List layers = new(); private readonly Dictionary neuroidPositions = new(); private bool expandArray = false; ClusterPrefab prefabAsset; readonly PopupField outputsField; public GraphView(ClusterPrefab prefab) { this.prefab = prefab; name = "content"; style.flexGrow = 1; IMGUIContainer graphContainer = new(OnIMGUI); graphContainer.style.position = Position.Absolute; graphContainer.style.left = 0; graphContainer.style.top = 0; graphContainer.style.right = 0; graphContainer.style.bottom = 0; graphContainer.pickingMode = PickingMode.Position; graphContainer.focusable = true; Add(graphContainer); VisualElement outputContainer = new() { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, } }; List names = this.prefab.outputs.Select(output => output.name).ToList(); outputsField = new(names, names.First()) { style = { flexGrow = 1 } }; outputsField.RegisterValueChangedCallback(evt => OnOutputChanged(evt.newValue)); outputContainer.Add(outputsField); Button addButton = new(() => OnAddClusterOutput()) { text = "Add" }; outputContainer.Add(addButton); Add(outputContainer); // Subscribe when added to panel (editor UI ready) RegisterCallback(evt => Subscribe()); RegisterCallback(evt => Unsubscribe()); } void OnOutputChanged(string outputName) { if (this.currentNucleus.parent != null) // Get nucleus in the parent instance this.currentNucleus = this.currentNucleus.parent.GetNucleus(outputName); else // Get nucleus in the prefab this.currentNucleus = this.prefab.GetNucleus(outputName); } void OnAddClusterOutput() { Nucleus newOutput = new Neuron(this.prefab, "New Output"); this.prefab.RefreshOutputs(); outputsField.choices = this.prefab.outputs.Select(output => output.name).ToList(); outputsField.value = newOutput.name; this.currentNucleus = newOutput; } bool subscribed = false; void Subscribe() { if (subscribed) return; SceneView.duringSceneGui += OnSceneGUI; subscribed = true; SceneView.RepaintAll(); } void Unsubscribe() { if (!subscribed) return; SceneView.duringSceneGui -= OnSceneGUI; subscribed = false; } public void SetGraph(GameObject gameObject, Nucleus nucleus, VisualElement inspectorContainer) { this.gameObject = gameObject; //this.cluster = brain; if (Application.isPlaying == false) this.serializedBrain = new SerializedObject(this.prefab); this.currentNucleus = nucleus; Rebuild(inspectorContainer); } void Rebuild(VisualElement inspectorContainer) { BuildLayers(); if (this.currentNucleus == null) { inspectorContainer.Clear(); return; } string path = AssetDatabase.GetAssetPath(this.prefab); // or known path this.prefabAsset = AssetDatabase.LoadAssetAtPath(path); if (this.prefabAsset == null) { // create in memory save if it doesn't exist this.prefabAsset = CreateInstance(); Debug.LogError("Cluster Prefab is not found on disk"); } DrawInspector(inspectorContainer); } private void BuildLayers() { // A temporary list to track what's been added to layers this.layers = new(); int layerIx = 0; Nucleus selectedNucleus = this.currentNucleus; if (selectedNucleus == null) return; NeuroidLayer currentLayer = new() { ix = layerIx }; if (selectedNucleus.receivers != null) { foreach (Nucleus receiver in selectedNucleus.receivers) { Nucleus outputNeuroid = receiver; if (outputNeuroid != null) { AddToLayer(currentLayer, outputNeuroid); // Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); } } } if (currentLayer.neuroids.Count > 0) { this.layers.Add(currentLayer); layerIx++; currentLayer = new() { ix = layerIx }; } AddToLayer(currentLayer, selectedNucleus); this.layers.Add(currentLayer); // Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}"); layerIx++; currentLayer = new() { ix = layerIx }; if (selectedNucleus.synapses != null) { foreach (Synapse synapse in selectedNucleus.synapses) { Nucleus input = synapse.nucleus; AddToLayer(currentLayer, input); // Debug.Log($"layer {layerIx} nucleus {input.name}"); } } if (currentLayer.neuroids.Count > 0) { this.layers.Add(currentLayer); } } private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) { if (nucleus == null) return; layer.neuroids.Add(nucleus); //nucleus.layerIx = layer.ix; // Store its position Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1); neuroidPositions[nucleus] = neuroidPosition; } public void OnIMGUI() { if (currentNucleus == null) return; if (Application.isPlaying == false) serializedBrain.Update(); Handles.BeginGUI(); DrawGraph(); Handles.EndGUI(); } private void DrawGraph() { float size = 20; Vector3 position = new(150, 210, 0); DrawReceivers(this.currentNucleus, position, size); DrawSynapses(this.currentNucleus, position, size); // Draw selected Nucleus if (expandArray) { if (this.currentNucleus is ReceptorArray receptor) { float maxValue = 0; foreach (Nucleus nucleus in receptor.instances) { float value = length(nucleus.outputValue); if (value > maxValue) maxValue = value; } float spacing = 400f / receptor.instances.Count(); float margin = 10 + spacing / 2; float xMin = 150 - size; float xMax = 150 + size; float yMin = 10 + margin - size / 2; float yMax = 400 - margin + size; Vector3[] verts = new Vector3[4] { new(xMin, yMin, 0), new(xMax, yMin, 0), new(xMax, yMax, 0), new(xMin, yMax, 0) }; Handles.color = Color.black; Handles.DrawAAConvexPolygon(verts); int row = 0; foreach (Nucleus nucleus in receptor.instances) { Vector3 pos = new(150, margin + row * spacing, 0.0f); Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(pos, Vector3.forward, size + 2); DrawNucleus(nucleus, pos, maxValue, size); row++; } } else if (this.currentNucleus is Receptor receptor1) { float maxValue = 0; foreach (Nucleus nucleus in receptor1.array.nuclei) { float value = length(nucleus.outputValue); if (value > maxValue) maxValue = value; } float spacing = 400f / receptor1.array.nuclei.Count(); float margin = 10 + spacing / 2; float xMin = 150 - size; float xMax = 150 + size; float yMin = 10 + margin - size / 2; float yMax = 400 - margin + size; Vector3[] verts = new Vector3[4] { new(xMin, yMin, 0), new(xMax, yMin, 0), new(xMax, yMax, 0), new(xMin, yMax, 0) }; Handles.color = Color.black; Handles.DrawAAConvexPolygon(verts); int row = 0; foreach (Nucleus nucleus in receptor1.array.nuclei) { Vector3 pos = new(150, margin + row * spacing, 0.0f); Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(pos, Vector3.forward, size + 2); DrawNucleus(nucleus, pos, maxValue, size); row++; } GUIStyle style = new(EditorStyles.label) { alignment = TextAnchor.UpperCenter, normal = { textColor = Color.white }, fontStyle = FontStyle.Bold, }; Vector3 labelPos = new(150, yMax + size + 5, 0); int colonPos = receptor1.name.IndexOf(":"); if (colonPos > 0) { string baseName = receptor1.name[..colonPos]; Handles.Label(labelPos, baseName, style); } else Handles.Label(labelPos, receptor1.name, style); } else { Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(position, Vector3.forward, size + 2); DrawNucleus(this.currentNucleus, position, length(this.currentNucleus.outputValue), 20); } } else { Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(position, Vector3.forward, size + 2); DrawNucleus(this.currentNucleus, position, length(this.currentNucleus.outputValue), 20); } } private void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) { int nodeCount = nucleus.receivers.Count(); // Determine the maximum value in this layer // This is used to 'scale' the output value colors of the nuclei float maxValue = 0; foreach (Nucleus receiver in nucleus.receivers) { if (receiver is Neuron neuroid) { float value = length(neuroid.outputValue); if (value > maxValue) maxValue = value; } } // Determine the spacing of the nuclei in the layer float spacing = 400f / nodeCount; float margin = 10 + spacing / 2; int row = 0; List drawnArrays = new(); foreach (Nucleus receiver in nucleus.receivers) { if (receiver is Receptor receptor) { if (drawnArrays.Contains(receptor.array)) continue; drawnArrays.Add(receptor.array); } Nucleus receiverNucleus = receiver; if (receiverNucleus == null) continue; Vector3 pos = new(50, margin + row * spacing, 0.0f); Handles.color = Color.white; Handles.DrawLine(parentPos, pos); DrawNucleus(receiverNucleus, pos, maxValue, size); row++; } } private void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) { int nodeCount = nucleus.synapses.Count; // Determine the maximum value in this layer // This is used to 'scale' the output value colors of the nuclei float maxValue = 0; int neuronCount = 0; List drawnArrays = new(); foreach (Synapse synapse in nucleus.synapses) { if (synapse.nucleus is Receptor receptor) { if (drawnArrays.Contains(receptor.array)) continue; drawnArrays.Add(receptor.array); } float value = length(synapse.nucleus.outputValue) * synapse.weight; // Debug.Log($"{synapse.nucleus.name}: {value} {length(synapse.nucleus.outputValue)} {synapse.weight}"); if (value > maxValue) maxValue = value; neuronCount++; } // Determine the spacing of the nuclei in the layer float spacing = 400f / neuronCount; float margin = 10 + spacing / 2; int row = 0; drawnArrays = new(); foreach (Synapse synapse in nucleus.synapses) { if (synapse.nucleus is Receptor neuron) { if (drawnArrays.Contains(neuron.array)) continue; drawnArrays.Add(neuron.array); } Vector3 pos = new(250, margin + row * spacing, 0.0f); Handles.color = Color.white; Handles.DrawLine(parentPos, pos); if (synapse.nucleus != null) { Color color = Color.black; if (Application.isPlaying) { float brightness = length(synapse.nucleus.outputValue) * synapse.weight / maxValue; color = new Color(brightness, brightness, brightness, 1f); } DrawNucleus(synapse.nucleus, pos, maxValue, size, color); } row++; } } private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) { Color color; if (Application.isPlaying) { float brightness = length(nucleus.outputValue) / maxValue; color = new Color(brightness, brightness, brightness, 1f); } else color = Color.black; DrawNucleus(nucleus, position, maxValue, size, color); } private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size, Color color) { if (nucleus is MemoryCell) { Handles.color = Color.white; Handles.DrawWireDisc(position + Vector3.right * 10, Vector3.forward, size); } Handles.color = color; Handles.DrawSolidDisc(position, Vector3.forward, size); Handles.color = Color.white; // Position the label in front of the disc Vector3 labelPosition = position + (Vector3.forward * 0.1f); GUIStyle style = new(EditorStyles.label) { alignment = TextAnchor.MiddleCenter, normal = { textColor = Color.white }, fontStyle = FontStyle.Bold, }; if (nucleus is Receptor receptor1) { if (receptor1.array == null || receptor1.array.nuclei == null || receptor1.array.nuclei.Count() == 0) receptor1.array = new NucleusArray(nucleus); if ((!expandArray || receptor1.array.nuclei.First() != this.currentNucleus) && receptor1.array.nuclei.Count() > 1) { if (color.grayscale > 0.5f) style.normal.textColor = Color.black; else style.normal.textColor = Color.white; Handles.Label(labelPosition, receptor1.array.nuclei.Length.ToString(), style); style.normal.textColor = Color.white; } } // if (nucleus is ReceptorArray receptor) { // if (color.grayscale > 0.5f) // style.normal.textColor = Color.black; // else // style.normal.textColor = Color.white; // Handles.Label(labelPosition, receptor.instances.Count().ToString(), style); // } if (nucleus is ClusterReceptor clusterReceptor) { if (expandArray && clusterReceptor.array.nuclei.First() == this.currentNucleus) { style.alignment = TextAnchor.LowerCenter; Vector3 labelPos = position + Vector3.down * (size + 5); // below disc along up axis int colonPos = nucleus.name.IndexOf(":"); if (colonPos > 0) { string extName = nucleus.name[(colonPos + 2)..]; Handles.Label(labelPos, extName, style); } } else { if (color.grayscale > 0.5f) style.normal.textColor = Color.black; else style.normal.textColor = Color.white; Handles.Label(labelPosition, clusterReceptor.array.nuclei.Length.ToString(), style); style.normal.textColor = Color.white; } } if (expandArray && nucleus is Receptor receptor2 && receptor2.array.nuclei.First() == this.currentNucleus) { style.alignment = TextAnchor.LowerCenter; Vector3 labelPos = position + Vector3.down * (size + 5); // below disc along up axis int colonPos = nucleus.name.IndexOf(":"); if (colonPos > 0) { string extName = nucleus.name[(colonPos + 2)..]; Handles.Label(labelPos, extName, style); } } else { style.alignment = TextAnchor.UpperCenter; Vector3 labelPos = position - Vector3.down * (size + 5); // below disc along up axis int colonPos = nucleus.name.IndexOf(":"); if (colonPos > 0 && colonPos < nucleus.name.Length - 2) { string baseName = nucleus.name[..colonPos]; Handles.Label(labelPos, baseName, style); } else Handles.Label(labelPos, nucleus.name, style); } if (nucleus is Cluster) { Handles.color = Color.white; Handles.DrawWireDisc(position, Vector3.forward, size + 10); } // Tooltip Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2); int id = GUIUtility.GetControlID(FocusType.Passive); Event e = Event.current; EventType et = e.GetTypeForControl(id); if (e != null && neuronRect.Contains(e.mousePosition)) { // Process Hover HandleMouseHover(nucleus, neuronRect); // Process click if (e.type == EventType.MouseDown && e.button == 0) { // Consume the event so the scene doesn't also handle it e.Use(); HandleClicked(nucleus); } } } private void HandleMouseHover(Nucleus nucleus, Rect rect) { GUIContent tooltip; tooltip = new( $"{nucleus.name}" + $"\nValue: {length(nucleus.outputValue)}"); Vector2 mousePosition = Event.current.mousePosition; // Display tooltip with some offset Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip); Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y); GUI.Box(tooltipRect, tooltip); } private void HandleClicked(Nucleus nucleus) { if (nucleus == this.currentNucleus) { expandArray = !expandArray; } else if (nucleus is ReceptorInstance receptor) { expandArray = false; this.currentNucleus = receptor.receptor; BuildLayers(); } else if (nucleus is Nucleus n) { this.currentNucleus = n; BuildLayers(); } } private bool showSynapses = true; private bool showActivation = true; protected bool breakOnWake = false; protected bool trace = false; void DrawInspector(VisualElement inspectorContainer) { if (inspectorContainer == null) return; inspectorContainer.Clear(); if (this.currentNucleus == null) return; // create a SerializedObject wrapper so Unity inspector controls work (and Undo) SerializedObject so = new(prefabAsset); IMGUIContainer container = new(() => InspectorHandler(so)); inspectorContainer.Add(container); } void InspectorHandler(SerializedObject serializedObject) { bool anythingChanged = false; if (serializedObject == null || serializedObject.targetObject == null) return; if (this.currentNucleus == null) return; serializedObject.Update(); GUIStyle headerStyle = new(EditorStyles.boldLabel) { alignment = TextAnchor.MiddleLeft, margin = new RectOffset(10, 0, 4, 4) }; GUIStyle boldTextFieldStyle = new(EditorStyles.textField) { fontStyle = FontStyle.Bold }; GUILayout.Label(this.currentNucleus.GetType().ToString(), headerStyle); string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle); if (newName != this.currentNucleus.name) { this.currentNucleus.name = newName; this.prefab.RefreshOutputs(); outputsField.choices = this.prefab.outputs.Select(output => output.name).ToList(); } if (Application.isPlaying) { GUIContent nameLabel = new("Output", this.currentNucleus.outputValue.ToString()); EditorGUILayout.FloatField(nameLabel, length(this.currentNucleus.outputValue)); } else EditorGUILayout.LabelField(" "); if (this.currentNucleus is MemoryCell memory) { memory.staticMemory = EditorGUILayout.Toggle("Static Memory", memory.staticMemory); } if (this.currentNucleus is ReceptorArray receptor) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.IntField("Receptor size", receptor.instances.Count()); if (GUILayout.Button("Add")) { Undo.RecordObject(prefabAsset, "Receptor add " + prefabAsset.name); receptor.AddReceptor(this.prefab); anythingChanged = true; } if (GUILayout.Button("Del")) { Undo.RecordObject(prefabAsset, "Receptor delete " + prefabAsset.name); receptor.RemoveReceptor(); anythingChanged = true; } EditorGUILayout.EndHorizontal(); } if (this.currentNucleus is Receptor receptor1) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.IntField("Array size", receptor1.array.nuclei.Count()); if (GUILayout.Button("Add")) { Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name); receptor1.array.AddNucleus(this.prefab); anythingChanged = true; } if (GUILayout.Button("Del")) { Undo.RecordObject(prefabAsset, "Array delete " + prefabAsset.name); receptor1.array.RemoveNucleus(); anythingChanged = true; } EditorGUILayout.EndHorizontal(); } else if (this.currentNucleus is ClusterReceptor receptor2) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.IntField("Array size", receptor2.array.nuclei.Count()); if (GUILayout.Button("Add")) { Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name); receptor2.array.AddNucleus(this.prefab); anythingChanged = true; } if (GUILayout.Button("Del")) { Undo.RecordObject(prefabAsset, "Array delete " + prefabAsset.name); receptor2.array.RemoveNucleus(); anythingChanged = true; } EditorGUILayout.EndHorizontal(); } // Synapses showSynapses = EditorGUILayout.BeginFoldoutHeaderGroup(showSynapses, "Synapses"); if (showSynapses) { anythingChanged = ConnectNucleus(this.prefab, this.currentNucleus); anythingChanged = AddSynapse(this.prefab, this.currentNucleus); EditorGUILayout.Space(); if (this.currentNucleus is Neuron neuron2) { Neuron.CombinatorType newCombinator = (Neuron.CombinatorType)EditorGUILayout.EnumPopup("Combinator", neuron2.combinator); anythingChanged |= newCombinator != neuron2.combinator; neuron2.combinator = newCombinator; } Vector3 newBias = EditorGUILayout.Vector3Field("Bias", this.currentNucleus.bias); anythingChanged |= newBias != this.currentNucleus.bias; this.currentNucleus.bias = newBias; NucleusArray array = null; if (this.currentNucleus.synapses.Count > 0) { Synapse[] synapses = this.currentNucleus.synapses.ToArray(); foreach (Synapse synapse in synapses) { if (synapse.nucleus != null) { if (array != null) { if (array.nuclei.Contains(synapse.nucleus)) continue; } else { if (synapse.nucleus is Receptor receptor2 && receptor2.array != null && receptor2.array.nuclei.Length > 1) array = receptor2.array; } EditorGUILayout.Space(); if (Application.isPlaying) { Vector3 value = synapse.nucleus.outputValue * synapse.weight; GUIContent synapseValueLabel = new(synapse.nucleus.name, synapse.nucleus.outputValue.ToString()); EditorGUILayout.FloatField(synapseValueLabel, length(synapse.nucleus.outputValue)); } else { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(synapse.nucleus.name); if (GUILayout.Button("Disconnect")) { synapse.nucleus.RemoveReceiver(this.currentNucleus); this.prefab.GarbageCollection(); anythingChanged = true; } EditorGUILayout.EndHorizontal(); } EditorGUI.indentLevel++; synapse.weight = EditorGUILayout.FloatField("Weight", synapse.weight); EditorGUI.indentLevel--; } } } } EditorGUILayout.EndFoldoutHeaderGroup(); // Activation EditorGUILayout.Space(); showActivation = EditorGUILayout.BeginFoldoutHeaderGroup(showActivation, "Activation"); if (showActivation) { if (this.currentNucleus is Neuron neuron) { if (this.currentNucleus is not MemoryCell) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Activation Curve", GUILayout.Width(150)); if (neuron.curveMax > 0) EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, 0, 1, neuron.curveMax)); else EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, neuron.curveMax, 1, -neuron.curveMax)); Neuron.CurvePresets newPreset = (Neuron.CurvePresets)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.Width(100)); anythingChanged |= newPreset != neuron.curvePreset; neuron.curvePreset = newPreset; EditorGUILayout.EndHorizontal(); } if (neuron is Receptor receptor2) { if (receptor2.array == null || receptor2.array.nuclei == null || receptor2.array.nuclei.Count() == 0) receptor2.array = new NucleusArray(neuron); } } EditorGUILayout.Space(); } EditorGUILayout.EndFoldoutHeaderGroup(); if (GUILayout.Button("Delete this neuron")) DeleteNeuron(this.currentNucleus); if (this.currentNucleus is Cluster subCluster) { if (GUILayout.Button("Edit Cluster")) EditCluster(subCluster); } EditorGUILayout.Space(); breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake); if (breakOnWake) { if (this.currentNucleus.isSleeping == false) Debug.Break(); } trace = EditorGUILayout.Toggle("Trace", trace); this.currentNucleus.trace = trace; serializedObject.ApplyModifiedProperties(); if (anythingChanged) { EditorUtility.SetDirty(prefabAsset); AssetDatabase.SaveAssets(); } } void OnSceneGUI(SceneView sceneView) { if (this.gameObject != null) { if (this.currentNucleus is ReceptorArray receptor && expandArray) { foreach (Nucleus nucleus in receptor.instances) { Vector3 worldVector = this.gameObject.transform.TransformVector(nucleus.outputValue); Handles.color = Color.yellow; Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector); } } else { if (this.currentNucleus is Receptor receptor1) { foreach (Nucleus nucleus in receptor1.array.nuclei) { Vector3 worldVector = this.gameObject.transform.TransformVector(nucleus.outputValue); Handles.color = Color.yellow; Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector); } } else { Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue); Handles.color = Color.yellow; Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector); } } } } protected virtual void AddInput(Nucleus.Type selectedType, Nucleus nucleus) { switch (selectedType) { case Nucleus.Type.Neuron: AddNeuronInput(nucleus); break; case Nucleus.Type.MemoryCell: AddMemoryCellInput(nucleus); break; case Nucleus.Type.Selector: AddSelectorInput(nucleus); break; case Nucleus.Type.Cluster: AddClusterInput(nucleus); break; case Nucleus.Type.Pulsar: AddPulsarInput(nucleus); break; case Nucleus.Type.Receptor: AddReceptorInput(nucleus); break; case Nucleus.Type.ReceptorArray: AddReceptorArrayInput(nucleus); break; case Nucleus.Type.ClusterReceptor: AddClusterReceptorInput(nucleus); break; default: break; } } protected virtual void AddNeuronInput(Nucleus nucleus) { Neuron newNeuroid = new(this.prefab, "New neuron"); newNeuroid.AddReceiver(nucleus); this.currentNucleus = newNeuroid; BuildLayers(); } protected virtual void DeleteNeuron(Nucleus nucleus) { if (nucleus == null) return; foreach (Nucleus receiver in nucleus.receivers) { if (receiver != null) { this.currentNucleus = receiver; break; } } this.prefab.nuclei.Remove(nucleus); if (outputsField.value == nucleus.name) { this.prefab.RefreshOutputs(); outputsField.choices = this.prefab.outputs.Select(output => output.name).ToList(); outputsField.index = 0; } Neuron.Delete(nucleus); this.currentNucleus = this.prefab.output; BuildLayers(); } protected void AddSelectorInput(Nucleus nucleus) { Selector newSelector = new(this.prefab, "New Selector"); newSelector.AddReceiver(nucleus); this.currentNucleus = newSelector; BuildLayers(); } protected void AddPulsarInput(Nucleus nucleus) { Pulsar newPulsar = new(this.prefab, "New Pulsar"); newPulsar.AddReceiver(nucleus); this.currentNucleus = newPulsar; BuildLayers(); } protected virtual void AddMemoryCellInput(Nucleus nucleus) { MemoryCell newMemory = new(this.prefab, "New memory cell"); newMemory.AddReceiver(nucleus); this.currentNucleus = newMemory; BuildLayers(); } protected virtual void AddClusterInput(Nucleus nucleus) { ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster"); } protected virtual void AddReceptorInput(Nucleus nucleus) { Receptor newReceptor = new(this.prefab, "New Receptor"); newReceptor.AddReceiver(nucleus); this.currentNucleus = newReceptor; BuildLayers(); } protected virtual void AddReceptorArrayInput(Nucleus nucleus) { ReceptorArray newReceptor = new(this.prefab, "New Receptor"); newReceptor.AddReceiver(nucleus); this.currentNucleus = newReceptor; BuildLayers(); } protected virtual void AddClusterReceptorInput(Nucleus nucleus) { ClusterPickerWindow.ShowPicker(brain => OnClusterReceptorPicked(nucleus, brain), "Select Cluster"); } private void OnClusterPicked(Nucleus nucleus, ClusterPrefab prefab) { Cluster subclusterInstance = new(prefab, this.prefab); subclusterInstance.AddReceiver(nucleus); // This does not work somehow // this.currentNucleus = subclusterInstance; // BuildLayers(); } private void OnClusterReceptorPicked(Nucleus nucleus, ClusterPrefab prefab) { ClusterReceptor clusterInstance = new(prefab, this.prefab, "New " + prefab.name); clusterInstance.AddReceiver(nucleus); } private void EditCluster(Cluster subCluster) { // May be used with storedPrefab... Selection.activeObject = subCluster.prefab; EditorGUIUtility.PingObject(subCluster.prefab); var editor = Editor.CreateEditor(subCluster.prefab); } // Connect to another nucleus in the same cluster protected virtual bool ConnectNucleus(ClusterPrefab cluster, Nucleus nucleus) { if (cluster == null) return false; IEnumerable synapseNuclei = this.currentNucleus.synapses .Where(synapse => synapse.nucleus != null) .Select(synapse => synapse.nucleus); IEnumerable nuclei = cluster.nuclei .Except(synapseNuclei); IEnumerable nucleiNames = nuclei.Select(n => n.name); string[] names = nucleiNames.ToArray(); int selectedIndex = -1; selectedIndex = EditorGUILayout.Popup("Connect", selectedIndex, names); if (selectedIndex < 0) return false; Nucleus receptor = nuclei.ElementAt(selectedIndex); receptor.AddReceiver(this.currentNucleus); return true; } protected virtual bool AddSynapse(ClusterPrefab cluster, Nucleus nucleus) { if (cluster == null) return false; Nucleus.Type selectedType = (Nucleus.Type)EditorGUILayout.EnumPopup("Add", Nucleus.Type.None); if (selectedType == Nucleus.Type.None) return false; AddInput(selectedType, this.currentNucleus); return true; } protected virtual void DisconnectNucleus(Neuron nucleus) { if (this.currentNucleus.cluster == null) return; string[] names = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name).ToArray(); int selectedIndex = -1; selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names); //if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.brain.perceptei.Count) { if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.cluster.nuclei.Count) { Synapse synapse = this.currentNucleus.synapses[selectedIndex]; synapse.nucleus.RemoveReceiver(this.currentNucleus); } } } #endregion Start } public class NeuroidLayer { public int ix = 0; public List neuroids = new(); }