NanoBrain-unitypackage/Editor/ClusterInspector.cs

1017 lines
42 KiB
C#

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<ClusterPrefab>(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<StyleSheet>("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<NeuroidLayer> layers = new();
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private bool expandArray = false;
ClusterPrefab prefabAsset;
readonly PopupField<string> 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<string> 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<AttachToPanelEvent>(evt => Subscribe());
RegisterCallback<DetachFromPanelEvent>(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<ClusterPrefab>(path);
if (this.prefabAsset == null) {
// create in memory save if it doesn't exist
this.prefabAsset = CreateInstance<ClusterPrefab>();
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<NucleusArray> 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<NucleusArray> 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<Nucleus> synapseNuclei = this.currentNucleus.synapses
.Where(synapse => synapse.nucleus != null)
.Select(synapse => synapse.nucleus);
IEnumerable<Nucleus> nuclei = cluster.nuclei
.Except(synapseNuclei);
IEnumerable<string> 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<Nucleus> neuroids = new();
}