NanoBrain-unitypackage/Editor/ClusterInspector.cs

832 lines
34 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;
if (prefab != null)
prefab.EnsureInitialization();
serializedObject.Update();
VisualElement root = new();
CreateInspector(root, prefab, prefab.output);
serializedObject.ApplyModifiedProperties();
return root;
}
public static GraphView CreateInspector(VisualElement root, ClusterPrefab cluster, Nucleus output) {
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(null, 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;
ClusterWrapper currentWrapper;
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;
}
if (currentWrapper != null)
DestroyImmediate(currentWrapper);
currentWrapper = CreateInstance<ClusterWrapper>().Init(this.currentNucleus, prefab);
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) {
float maxValue = 0;
foreach (Nucleus nucleus in this.currentNucleus.array.nuclei) {
float value = length(nucleus.outputValue);
if (value > maxValue)
maxValue = value;
}
float spacing = 400f / this.currentNucleus.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 this.currentNucleus.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++;
}
}
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 (drawnArrays.Contains(receiver.array))
continue;
drawnArrays.Add(receiver.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 Neuron neuroid) {
if (drawnArrays.Contains(neuroid.array))
continue;
drawnArrays.Add(neuroid.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 Neuron 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 (synapse.nucleus.isSleeping)
color = Color.darkRed;
else 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 (nucleus.isSleeping)
color = Color.darkRed;
else {
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 memory) {
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 Nucleus neuron) {
if (neuron.array == null || neuron.array.nuclei == null || neuron.array.nuclei.Count() == 0)
neuron.array = new NucleusArray(neuron);
if ((!expandArray || neuron.array.nuclei.First() != this.currentNucleus) && neuron.array.nuclei.Count() > 1) {
Handles.Label(labelPosition, neuron.array.nuclei.Count().ToString(), style);
}
if (expandArray && neuron.array.nuclei.First() == this.currentNucleus) {
int arrayIx = 0;
foreach (Nucleus n in neuron.array.nuclei) {
if (n == neuron)
break;
arrayIx++;
}
Handles.Label(labelPosition, $"[{arrayIx}]", style);
}
else {
style.alignment = TextAnchor.UpperCenter;
Vector3 labelPos = position - Vector3.down * (size + 10f); // below disc along up axis
int colonPos = nucleus.name.IndexOf(":");
if (colonPos > 0) {
string baseName = nucleus.name[..colonPos];
Handles.Label(labelPos, baseName, style);
}
else
Handles.Label(labelPos, nucleus.name, style);
}
if (nucleus is Cluster cluster) {
Handles.color = Color.white;
Handles.DrawWireDisc(position, Vector3.forward, size + 10);
}
}
else {
style.alignment = TextAnchor.UpperCenter;
Vector3 labelPos = position - Vector3.down * (size + 10); // 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 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) {
if (nucleus is Nucleus n) {
expandArray = !expandArray;
return;
}
}
else if (nucleus is Nucleus n) {
this.currentNucleus = n;
BuildLayers();
}
}
private bool showSynapses = true;
private bool showActivation = true;
protected bool breakOnWake = 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(currentWrapper);
IMGUIContainer container = new(() => {
if (so.targetObject == null)
return;
so.Update();
if (this.currentNucleus == null)
return;
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();
//outputsField.value = newName;
}
//if (this.currentNucleus is Neuron neuron) {
// if (this.currentNucleus is MemoryCell memory) {
// }
// else {
// 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.curvePreset = (Neuron.CurvePresets)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.Width(100));
// EditorGUILayout.EndHorizontal();
// }
// if (neuron.array == null || neuron.array.nuclei == null || neuron.array.nuclei.Count() == 0)
// neuron.array = new NucleusArray(neuron);
// EditorGUILayout.BeginHorizontal();
// EditorGUILayout.IntField("Array size", neuron.array.nuclei.Count());
// if (GUILayout.Button("Add"))
// neuron.array.AddNucleus(this.prefab);
// if (GUILayout.Button("Del"))
// neuron.array.RemoveNucleus();
// EditorGUILayout.EndHorizontal();
//}
if (Application.isPlaying) {
GUIContent nameLabel = new("Output", this.currentNucleus.outputValue.ToString());
EditorGUILayout.FloatField(nameLabel, length(this.currentNucleus.outputValue));
}
else
EditorGUILayout.LabelField(" ");
showSynapses = EditorGUILayout.BeginFoldoutHeaderGroup(showSynapses, "Synapses");
if (showSynapses) {
ConnectNucleus(this.prefab, this.currentNucleus);
AddSynapse(this.prefab, this.currentNucleus);
this.currentNucleus.bias = EditorGUILayout.Vector3Field("Bias", this.currentNucleus.bias);
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.array != null && synapse.nucleus.array.nuclei.Length > 1)
array = synapse.nucleus.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);
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel++;
synapse.weight = EditorGUILayout.FloatField("Weight", synapse.weight);
EditorGUI.indentLevel--;
}
}
}
}
EditorGUILayout.EndFoldoutHeaderGroup();
EditorGUILayout.Space();
showActivation = EditorGUILayout.BeginFoldoutHeaderGroup(showActivation, "Activation");
if (showActivation) {
if (this.currentNucleus is Neuron neuron) {
if (this.currentNucleus is not MemoryCell memory) {
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.curvePreset = (Neuron.CurvePresets)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
}
if (neuron.array == null || neuron.array.nuclei == null || neuron.array.nuclei.Count() == 0)
neuron.array = new NucleusArray(neuron);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.IntField("Array size", neuron.array.nuclei.Count());
if (GUILayout.Button("Add"))
neuron.array.AddNucleus(this.prefab);
if (GUILayout.Button("Del"))
neuron.array.RemoveNucleus();
EditorGUILayout.EndHorizontal();
}
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);
}
// if (this.gameObject != null) {
// Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue);
// //Debug.DrawRay(this.gameObject.transform.position, worldVector, Color.yellow);
// Handles.color = Color.yellow;
// Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
// }
EditorGUILayout.Space();
breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
if (breakOnWake) {
if (this.currentNucleus.isSleeping == false)
Debug.Break();
}
});
inspectorContainer.Add(container);
}
void OnSceneGUI(SceneView sceneView) {
if (this.gameObject != null) {
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(int selectedInputType, Nucleus nucleus) {
switch (selectedInputType) {
case 0: // Neuron
AddInputNeuron(nucleus);
break;
case 1: // MemoryCell
AddInputMemoryCell(nucleus);
break;
case 2: // Selector
AddSelectorInput(nucleus);
break;
case 3: // Cluster
AddCluster(nucleus);
break;
}
}
protected virtual void AddInputNeuron(Nucleus nucleus) {
//Neuron newNeuroid = new(this.cluster, "New neuron");
Neuron newNeuroid = new(this.prefab, "New neuron");
newNeuroid.AddReceiver(nucleus);
this.currentNucleus = newNeuroid;
BuildLayers();
}
protected virtual void DeleteNeuron(Nucleus nucleus) {
if (nucleus == null)
return;
if (nucleus.cluster != null)
this.currentNucleus = nucleus.cluster.output;
foreach (Nucleus receiver in nucleus.receivers) {
if (receiver != null) {
this.currentNucleus = receiver;
break;
}
}
Neuron.Delete(nucleus);
BuildLayers();
}
protected void AddSelectorInput(Nucleus nucleus) {
Selector newSelector = new(this.prefab, "New Selector");
newSelector.AddReceiver(nucleus);
this.currentNucleus = newSelector;
BuildLayers();
}
protected virtual void AddInputMemoryCell(Nucleus nucleus) {
MemoryCell newMemory = new(this.prefab, "New memory cell");
newMemory.AddReceiver(nucleus);
this.currentNucleus = newMemory;
BuildLayers();
}
protected virtual void AddCluster(Nucleus nucleus) {
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(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 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 void ConnectNucleus(ClusterPrefab cluster, Nucleus nucleus) {
if (cluster == null)
return;
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) {
Nucleus receptor = nuclei.ElementAt(selectedIndex);
receptor.AddReceiver(this.currentNucleus);
}
}
protected virtual void AddSynapse(ClusterPrefab cluster, Nucleus nucleus) {
if (cluster == null)
return;
string[] options = { "Neuron", "MemoryCell", "Selector", "Cluster" };
int selectedInputType = -1;
selectedInputType = EditorGUILayout.Popup("Add", selectedInputType, options);
if (selectedInputType >= 0)
AddInput(selectedInputType, this.currentNucleus);
}
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();
}
public class ClusterWrapper : ScriptableObject {
// expose fields that map to GraphNode
//public string title;
public Vector2 position;
Nucleus node;
ClusterPrefab graph; // needed to write back and mark dirty
public ClusterWrapper Init(Nucleus node, ClusterPrefab 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
}
}
}