/* using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; [CustomEditor(typeof(NanoBrain))] public class NanoBrainInspector : Editor { protected static VisualElement mainContainer; protected static VisualElement inspectorContainer; protected bool breakOnWake = false; #region Start public override VisualElement CreateInspectorGUI() { NanoBrain brain = target as NanoBrain; serializedObject.Update(); VisualElement root = new(); //root.style.flexDirection = FlexDirection.Row; // side-by-side layout //root.style.flexGrow = 1; //root.style.minHeight = 600; root.style.paddingLeft = 0; root.style.paddingRight = 0; root.style.paddingTop = 0; root.style.paddingBottom = 0; root.styleSheets.Add(Resources.Load("GraphStyles")); mainContainer = new() { // name = "main", style = { // flexDirection = FlexDirection.Row, // flexGrow = 1, height = 450, } }; GraphView graph = new(); graph.style.flexGrow = 1; inspectorContainer = new VisualElement { // name = "inspector" }; mainContainer.Add(graph); mainContainer.Add(inspectorContainer); root.Add(mainContainer); // Run once for initial state (use resolved style width if available) float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width; UpdateLayout(initialWidth); // React to size changes of root (or parent if appropriate) root.RegisterCallback(evt => { UpdateLayout(evt.newRect.width); }); if (brain != null) graph.SetGraph(null, brain, brain.output, inspectorContainer); else Debug.LogWarning(" No brain!"); serializedObject.ApplyModifiedProperties(); return root; } public class GraphView : VisualElement { NanoBrain brain; SerializedObject serializedBrain; INucleus currentNucleus; GameObject gameObject; private List layers = new(); private readonly Dictionary neuroidPositions = new(); Vector2 pan = Vector2.zero; //float zoom = 1f; bool draggingCanvas = false; Vector2 lastMouse; GraphNodeWrapper currentWrapper; public GraphView() { name = "content"; style.flexGrow = 1; IMGUIContainer imguiContainer = new(OnIMGUI); imguiContainer.style.position = Position.Absolute; imguiContainer.style.left = 0; imguiContainer.style.top = 0; imguiContainer.style.right = 0; imguiContainer.style.bottom = 0; imguiContainer.pickingMode = PickingMode.Position; imguiContainer.focusable = true; Add(imguiContainer); //RegisterCallback(OnWheel); RegisterCallback(OnMouseDown); RegisterCallback(OnMouseMove); RegisterCallback(OnMouseUp); } public void SetGraph(GameObject gameObject, NanoBrain brain, Nucleus nucleus, VisualElement inspectorContainer) { this.gameObject = gameObject; this.brain = brain; if (Application.isPlaying == false) this.serializedBrain = new SerializedObject(brain); this.currentNucleus = nucleus; Rebuild(inspectorContainer); } void Rebuild(VisualElement inspectorContainer) { BuildLayers(); if (this.currentNucleus == null) { inspectorContainer.Clear(); return; } if (currentWrapper != null) DestroyImmediate(currentWrapper); currentWrapper = CreateInstance().Init(this.currentNucleus, brain); DrawInspector(inspectorContainer); } private void BuildLayers() { // A temporary list to track what's been added to layers this.layers = new(); int layerIx = 0; INucleus selectedNucleus = this.currentNucleus; if (selectedNucleus == null) return; NeuroidLayer currentLayer = new() { ix = layerIx }; if (selectedNucleus.receivers != null) { foreach (INucleus receiver in selectedNucleus.receivers) { INucleus 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) { IReceptor 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, IReceptor 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; } void OnMouseDown(MouseDownEvent e) { if (e.button == 2) { draggingCanvas = true; lastMouse = e.mousePosition; e.StopPropagation(); } } void OnMouseMove(MouseMoveEvent e) { if (draggingCanvas) { var delta = e.mousePosition - lastMouse; pan += delta; //content.style.left = pan.x; //content.style.top = pan.y; lastMouse = e.mousePosition; } } void OnMouseUp(MouseUpEvent e) { if (e.button == 2) draggingCanvas = false; } 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 Handles.color = Color.white; Handles.DrawSolidDisc(position, Vector3.forward, size + 2); DrawNucleus(this.currentNucleus, position, this.currentNucleus.outputValue.magnitude, 20); } private void DrawReceivers(INucleus 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 (INucleus receiver in nucleus.receivers) { if (receiver is Neuroid neuroid) { float value = neuroid.outputValue.magnitude; 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; foreach (INucleus receiver in nucleus.receivers) { INucleus 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(INucleus 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; foreach (Synapse receiver in nucleus.synapses) { if (receiver.nucleus is Neuroid neuroid) { float value = neuroid.outputValue.magnitude; 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 (Synapse synapse in nucleus.synapses) { Vector3 pos = new(250, margin + row * spacing, 0.0f); Handles.color = Color.white; Handles.DrawLine(parentPos, pos); // if (synapse.nucleus is Perceptoid perceptoid && perceptoid.array != null) { // // if (drawnArrays.Contains(perceptoid.array)) // // // We already drawn this array // // continue; // drawnArrays.Add(perceptoid.array); // DrawArray(perceptoid.array, pos, size); // } // else { DrawNucleus(synapse.nucleus, pos, maxValue, size); row++; // } } } private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) { if (nucleus.isSleeping) Handles.color = Color.darkRed; else { if (Application.isPlaying) { float brightness = nucleus.outputValue.magnitude / maxValue; Handles.color = new Color(brightness, brightness, brightness, 1f); } else Handles.color = Color.black; } 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 Perceptoid perceptoid) { if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0) perceptoid.array = new PercepteiArray(perceptoid); if (perceptoid.array.perceptei.Length > 1) { Handles.Label(labelPosition, perceptoid.array.perceptei.Length.ToString(), style); } } style.alignment = TextAnchor.UpperCenter; Vector3 labelPos = position - Vector3.down * (size + 0.2f); // below disc along up axis Handles.Label(labelPos, nucleus.name, style); 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 DrawArray(PercepteiArray array, Vector3 position, float size) { Vector3 offset = new(size / 4, size / 4, 0); Handles.color = Color.black; Handles.DrawSolidDisc(position, Vector3.forward, size); GUIStyle style = new(EditorStyles.label) { alignment = TextAnchor.UpperCenter, normal = { textColor = Color.white }, fontStyle = FontStyle.Bold }; Handles.Label(position, array.perceptei.Length.ToString(), style); Vector3 labelPos = position - Vector3.down * (size + 0.2f); // below disc along up axis Handles.Label(labelPos, array.name, style); // To do: add HandleClick (see above) to expand the array } private void HandleMouseHover(IReceptor nucleus, Rect rect) { GUIContent tooltip; if (nucleus is Perceptoid perceptoid) { if (perceptoid.receptor != null) { tooltip = new( $"{perceptoid.name}" + // $"\nType {perceptoid.receptor.thingType}" + $" Thing {perceptoid.thingId}" + $"\nValue: {nucleus.outputValue}"); } else { tooltip = new( $"{perceptoid.name}" + $"\nThing {perceptoid.thingId}" + $"\nValue: {nucleus.outputValue}"); } } else if (nucleus is INucleus n) { tooltip = new( $"{nucleus.name}" + $"\nsynapse count {n.synapses.Count}" + $"\nValue: {nucleus.outputValue}"); } else { tooltip = new( $"{nucleus.name}" + $"\nValue: {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(IReceptor nucleus) { if (nucleus is INucleus n) { this.currentNucleus = n; BuildLayers(); } } 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(currentWrapper); IMGUIContainer container = new(() => { if (so.targetObject == null) return; so.Update(); if (this.currentNucleus == null) return; this.currentNucleus.name = EditorGUILayout.TextField(this.currentNucleus.name); if (this.currentNucleus is Perceptoid perceptoid) { // perceptoid.receptor.thingType = EditorGUILayout.IntField("Thing Type", perceptoid.receptor.thingType); if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0) perceptoid.array = new PercepteiArray(perceptoid); EditorGUILayout.BeginHorizontal(); EditorGUILayout.IntField("Array size", perceptoid.array.perceptei.Length); if (GUILayout.Button("Add")) perceptoid.array.AddPerceptoid(); if (GUILayout.Button("Del")) perceptoid.array.RemovePerceptoid(); EditorGUILayout.EndHorizontal(); } else if (this.currentNucleus is Neuroid neuroid) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Activation Curve", GUILayout.Width(150)); if (neuroid.curveMax > 0) EditorGUILayout.CurveField(neuroid.curve, Color.cyan, new Rect(0, 0, 1, neuroid.curveMax)); else EditorGUILayout.CurveField(neuroid.curve, Color.cyan, new Rect(0, neuroid.curveMax, 1, -neuroid.curveMax)); neuroid.curvePreset = (Neuroid.CurvePresets)EditorGUILayout.EnumPopup(neuroid.curvePreset, GUILayout.Width(100)); EditorGUILayout.EndHorizontal(); } if (Application.isPlaying) EditorGUILayout.FloatField("Output", this.currentNucleus.outputValue.magnitude); else EditorGUILayout.LabelField(" "); if (this.currentNucleus.synapses.Count > 0) { Synapse[] synapses = this.currentNucleus.synapses.ToArray(); foreach (Synapse synapse in synapses) { if (synapse.nucleus != null) { EditorGUILayout.Space(); EditorGUI.BeginDisabledGroup(synapse.nucleus.isSleeping); if (Application.isPlaying) EditorGUILayout.FloatField(synapse.nucleus.name, synapse.nucleus.outputValue.magnitude * synapse.weight); else { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(synapse.nucleus.name); // if (synapse.nucleus is Perceptoid perceptoid) { // if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0) { // perceptoid.array = new PercepteiArray(perceptoid); // } // EditorGUILayout.IntField(perceptoid.array.perceptei.Length); // if (GUILayout.Button("Add")) // perceptoid.array.AddPerceptoid(); // } if (GUILayout.Button("Disconnect")) synapse.nucleus.RemoveReceiver(this.currentNucleus); EditorGUILayout.EndHorizontal(); } EditorGUI.indentLevel++; synapse.weight = EditorGUILayout.FloatField("Weight", synapse.weight); EditorGUI.indentLevel--; EditorGUI.EndDisabledGroup(); } } } EditorGUILayout.Space(); ConnectNucleus(this.currentNucleus); if (GUILayout.Button("Add Input Neuron")) AddInputNeuron(this.currentNucleus); if (GUILayout.Button("Add Input Perceptoid")) AddPerceptoid(this.currentNucleus); if (GUILayout.Button("Add Input Cluster")) AddCluster(this.currentNucleus); EditorGUILayout.Space(); if (GUILayout.Button("Delete this neuron")) DeleteNeuron(this.currentNucleus); //DisconnectNucleus(this.currentNucleus); if (this.gameObject != null) { Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue); Debug.DrawRay(this.gameObject.transform.position, worldVector, Color.yellow); } }); inspectorContainer.Add(container); } protected virtual void AddInputNeuron(INucleus nucleus) { Neuroid newNeuroid = new(this.brain.cluster, "New neuron"); newNeuroid.AddReceiver(nucleus); this.currentNucleus = newNeuroid; BuildLayers(); } protected virtual void DeleteNeuron(INucleus nucleus) { if (nucleus == null) return; if (nucleus.cluster != null) this.currentNucleus = nucleus.cluster.output; foreach (INucleus receiver in nucleus.receivers) { if (receiver != null) { this.currentNucleus = receiver; break; } } Nucleus.Delete(nucleus); BuildLayers(); } protected virtual void AddPerceptoid(INucleus nucleus) { Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid"); newPerceptoid.AddReceiver(nucleus); this.currentNucleus = newPerceptoid; BuildLayers(); } protected virtual void AddCluster(INucleus nucleus) { BrainPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster"); } private void OnClusterPicked(INucleus nucleus, NanoBrain brain) { NanoBrain brainInstance = Instantiate(brain); brainInstance.AddReceiver(nucleus); } protected virtual void ConnectNucleus(INucleus nucleus) { if (this.currentNucleus.cluster == null) return; IEnumerable synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name); //IEnumerable perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei); IEnumerable nuclei = this.currentNucleus.cluster.nuclei.Select(i => i.name).Except(synapseNuclei); //string[] names = perceptei.Concat(nuclei).ToArray(); string[] names = nuclei.ToArray(); int selectedIndex = -1; selectedIndex = EditorGUILayout.Popup("Connect to", selectedIndex, names); if (selectedIndex >= 0) { // if (selectedIndex < perceptei.Count()) { // Nucleus n = this.currentNucleus.brain.perceptei[selectedIndex]; // n.AddReceiver(this.currentNucleus); // } // else { // Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()]; // n.AddReceiver(this.currentNucleus); // } INucleus n = this.currentNucleus.cluster.nuclei[selectedIndex]; n.AddReceiver(this.currentNucleus); } } protected virtual void DisconnectNucleus(Nucleus 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 #region Update private void UpdateLayout(float containerWidth) { if (containerWidth > 600f) { mainContainer.style.flexDirection = FlexDirection.Row; inspectorContainer.style.width = 300; // fixed sidebar width inspectorContainer.style.flexGrow = 0; } else { mainContainer.style.flexDirection = FlexDirection.Column; inspectorContainer.style.width = Length.Percent(100); // full width below inspectorContainer.style.flexDirection = FlexDirection.Column; inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed } } #endregion Update } /* public class NeuroidLayer { public int ix = 0; public List neuroids = new(); } */ /* public class GraphNodeWrapper : ScriptableObject { // expose fields that map to GraphNode //public string title; public Vector2 position; INucleus node; NanoBrain graph; // needed to write back and mark dirty public GraphNodeWrapper Init(INucleus node, NanoBrain graphAsset) { this.node = node; this.graph = graphAsset; //this.title = " A " + node.name; //position = node.position; return this; } void OnValidate() { if (node != null) { //node.name = title; //node.position = position; #if UNITY_EDITOR if (graph != null) UnityEditor.EditorUtility.SetDirty(graph); #endif } } } */