779 lines
31 KiB
C#
779 lines
31 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[CustomEditor(typeof(ClusterPrefab))]
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public class ClusterInspector : Editor {
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protected static VisualElement mainContainer;
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protected static VisualElement inspectorContainer;
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protected bool breakOnWake = false;
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#region Start
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public override VisualElement CreateInspectorGUI() {
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ClusterPrefab cluster = target as ClusterPrefab;
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if (cluster != null)
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cluster.EnsureInitialization();
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serializedObject.Update();
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VisualElement root = new();
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CreateInspector(root, cluster);
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serializedObject.ApplyModifiedProperties();
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return root;
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}
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public static GraphView CreateInspector(VisualElement root, ClusterPrefab cluster) {
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root.style.paddingLeft = 0;
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root.style.paddingRight = 0;
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root.style.paddingTop = 0;
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root.style.paddingBottom = 0;
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root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
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// does the main container have added value?
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// is just is like the root
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mainContainer = new() {
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style = {
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height = 450,
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flexDirection = FlexDirection.Row
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}
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};
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GraphView graph = new(cluster);
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graph.style.flexGrow = 1;
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inspectorContainer = new VisualElement {
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name = "inspector",
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style = {
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width = 300,
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flexGrow = 0
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}
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};
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mainContainer.Add(graph);
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mainContainer.Add(inspectorContainer);
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root.Add(mainContainer);
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graph.SetGraph(null, cluster.output, inspectorContainer);
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return graph;
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}
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public class GraphView : VisualElement {
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readonly ClusterPrefab cluster;
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SerializedObject serializedBrain;
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Nucleus currentNucleus;
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GameObject gameObject;
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private List<NeuroidLayer> layers = new();
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private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
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private bool expandArray = false;
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ClusterWrapper currentWrapper;
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PopupField<string> outputsField;
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public GraphView(ClusterPrefab prefab) {
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this.cluster = prefab;
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name = "content";
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style.flexGrow = 1;
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IMGUIContainer graphContainer = new(OnIMGUI);
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graphContainer.style.position = Position.Absolute;
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graphContainer.style.left = 0; graphContainer.style.top = 0;
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graphContainer.style.right = 0; graphContainer.style.bottom = 0;
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graphContainer.pickingMode = PickingMode.Position;
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graphContainer.focusable = true;
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Add(graphContainer);
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VisualElement outputContainer = new() {
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style = {
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flexDirection = FlexDirection.Row,
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alignItems = Align.Center,
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}
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};
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List<string> names = this.cluster.outputs.Select(output => output.name).ToList();
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outputsField = new(names, names.First()) {
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style = { flexGrow = 1 }
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};
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outputsField.RegisterValueChangedCallback(evt => OnOutputChanged(evt.newValue));
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outputContainer.Add(outputsField);
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Button addButton = new(() => OnAddClusterOutput()) {
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text = "Add"
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};
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outputContainer.Add(addButton);
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Add(outputContainer);
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// Subscribe when added to panel (editor UI ready)
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RegisterCallback<AttachToPanelEvent>(evt => Subscribe());
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RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
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}
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void OnOutputChanged(string outputName) {
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this.currentNucleus = this.cluster.GetNucleus(outputName);
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}
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void OnAddClusterOutput() {
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Nucleus newOutput = new Neuron(this.cluster, "Output 2");
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outputsField.choices = this.cluster.outputs.Select(output => output.name).ToList();
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outputsField.value = newOutput.name;
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this.currentNucleus = newOutput;
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}
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bool subscribed = false;
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void Subscribe() {
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if (subscribed) return;
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SceneView.duringSceneGui += OnSceneGUI;
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subscribed = true;
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SceneView.RepaintAll();
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}
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void Unsubscribe() {
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if (!subscribed) return;
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SceneView.duringSceneGui -= OnSceneGUI;
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subscribed = false;
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}
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public void SetGraph(GameObject gameObject, Nucleus nucleus, VisualElement inspectorContainer) {
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this.gameObject = gameObject;
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//this.cluster = brain;
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if (Application.isPlaying == false)
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this.serializedBrain = new SerializedObject(this.cluster);
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this.currentNucleus = nucleus;
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Rebuild(inspectorContainer);
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}
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void Rebuild(VisualElement inspectorContainer) {
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BuildLayers();
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if (this.currentNucleus == null) {
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inspectorContainer.Clear();
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return;
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}
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if (currentWrapper != null)
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DestroyImmediate(currentWrapper);
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currentWrapper = CreateInstance<ClusterWrapper>().Init(this.currentNucleus, cluster);
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DrawInspector(inspectorContainer);
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}
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private void BuildLayers() {
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// A temporary list to track what's been added to layers
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this.layers = new();
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int layerIx = 0;
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Nucleus selectedNucleus = this.currentNucleus;
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if (selectedNucleus == null)
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return;
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NeuroidLayer currentLayer = new() { ix = layerIx };
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if (selectedNucleus.receivers != null) {
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foreach (Nucleus receiver in selectedNucleus.receivers) {
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Nucleus outputNeuroid = receiver;
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if (outputNeuroid != null) {
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AddToLayer(currentLayer, outputNeuroid);
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// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
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}
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}
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}
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if (currentLayer.neuroids.Count > 0) {
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this.layers.Add(currentLayer);
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layerIx++;
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currentLayer = new() { ix = layerIx };
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}
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AddToLayer(currentLayer, selectedNucleus);
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this.layers.Add(currentLayer);
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// Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
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layerIx++;
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currentLayer = new() { ix = layerIx };
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if (selectedNucleus.synapses != null) {
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foreach (Synapse synapse in selectedNucleus.synapses) {
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Nucleus input = synapse.nucleus;
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AddToLayer(currentLayer, input);
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// Debug.Log($"layer {layerIx} nucleus {input.name}");
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}
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}
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if (currentLayer.neuroids.Count > 0) {
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this.layers.Add(currentLayer);
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}
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}
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private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
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if (nucleus == null)
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return;
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layer.neuroids.Add(nucleus);
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//nucleus.layerIx = layer.ix;
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// Store its position
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Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
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neuroidPositions[nucleus] = neuroidPosition;
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}
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public void OnIMGUI() {
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if (currentNucleus == null)
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return;
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if (Application.isPlaying == false)
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serializedBrain.Update();
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Handles.BeginGUI();
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DrawGraph();
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Handles.EndGUI();
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}
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private void DrawGraph() {
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float size = 20;
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Vector3 position = new(150, 210, 0);
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DrawReceivers(this.currentNucleus, position, size);
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DrawSynapses(this.currentNucleus, position, size);
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// Draw selected Nucleus
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if (expandArray) {
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float maxValue = 0;
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foreach (Nucleus nucleus in this.currentNucleus.array.nuclei) {
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float value = length(nucleus.outputValue);
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if (value > maxValue)
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maxValue = value;
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}
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float spacing = 400f / this.currentNucleus.array.nuclei.Count();
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float margin = 10 + spacing / 2;
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float xMin = 150 - size;
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float xMax = 150 + size;
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float yMin = 10 + margin - size / 2;
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float yMax = 400 - margin + size;
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Vector3[] verts = new Vector3[4] {
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new(xMin, yMin, 0),
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new(xMax, yMin, 0),
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new(xMax, yMax, 0),
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new(xMin, yMax, 0)
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};
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Handles.color = Color.black;
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Handles.DrawAAConvexPolygon(verts);
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int row = 0;
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foreach (Nucleus nucleus in this.currentNucleus.array.nuclei) {
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Vector3 pos = new(150, margin + row * spacing, 0.0f);
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Handles.color = Color.white;
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// The selected nucleus highlight ring
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Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
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DrawNucleus(nucleus, pos, maxValue, size);
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row++;
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}
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// GUIStyle style = new(EditorStyles.label) {
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// alignment = TextAnchor.UpperCenter,
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// normal = { textColor = Color.white },
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// fontStyle = FontStyle.Bold,
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// };
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// Vector3 labelPos = new Vector3(150, yMax, 0) - Vector3.down * (size + 25); // below disc along up axis
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// Handles.Label(labelPos, this.currentNucleus.name, style);
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}
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else {
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Handles.color = Color.white;
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// The selected nucleus highlight ring
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Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
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DrawNucleus(this.currentNucleus, position, length(this.currentNucleus.outputValue), 20);
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}
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}
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private void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
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int nodeCount = nucleus.receivers.Count();
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// Determine the maximum value in this layer
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// This is used to 'scale' the output value colors of the nuclei
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float maxValue = 0;
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foreach (Nucleus receiver in nucleus.receivers) {
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if (receiver is Neuron neuroid) {
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float value = length(neuroid.outputValue);
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if (value > maxValue)
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maxValue = value;
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}
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}
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// Determine the spacing of the nuclei in the layer
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float spacing = 400f / nodeCount;
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float margin = 10 + spacing / 2;
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int row = 0;
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List<NucleusArray> drawnArrays = new();
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foreach (Nucleus receiver in nucleus.receivers) {
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if (drawnArrays.Contains(receiver.array))
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continue;
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drawnArrays.Add(receiver.array);
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Nucleus receiverNucleus = receiver;
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if (receiverNucleus == null)
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continue;
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Vector3 pos = new(50, margin + row * spacing, 0.0f);
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Handles.color = Color.white;
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Handles.DrawLine(parentPos, pos);
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DrawNucleus(receiverNucleus, pos, maxValue, size);
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row++;
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}
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}
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private void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
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int nodeCount = nucleus.synapses.Count;
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// Determine the maximum value in this layer
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// This is used to 'scale' the output value colors of the nuclei
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float maxValue = 0;
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int neuronCount = 0;
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List<NucleusArray> drawnArrays = new();
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse.nucleus is Neuron neuroid) {
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if (drawnArrays.Contains(neuroid.array))
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continue;
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drawnArrays.Add(neuroid.array);
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}
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float value = length(synapse.nucleus.outputValue) * synapse.weight;
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// Debug.Log($"{synapse.nucleus.name}: {value} {length(synapse.nucleus.outputValue)} {synapse.weight}");
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if (value > maxValue)
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maxValue = value;
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neuronCount++;
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}
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// Determine the spacing of the nuclei in the layer
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float spacing = 400f / neuronCount;
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float margin = 10 + spacing / 2;
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int row = 0;
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drawnArrays = new();
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse.nucleus is Neuron neuron) {
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if (drawnArrays.Contains(neuron.array))
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continue;
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drawnArrays.Add(neuron.array);
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}
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Vector3 pos = new(250, margin + row * spacing, 0.0f);
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Handles.color = Color.white;
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Handles.DrawLine(parentPos, pos);
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if (synapse.nucleus != null) {
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Color color = Color.black;
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if (synapse.nucleus.isSleeping)
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color = Color.darkRed;
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else if (Application.isPlaying) {
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float brightness = length(synapse.nucleus.outputValue) * synapse.weight / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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}
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DrawNucleus(synapse.nucleus, pos, maxValue, size, color);
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}
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row++;
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}
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}
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private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) {
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Color color;
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if (nucleus.isSleeping)
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color = Color.darkRed;
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else {
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if (Application.isPlaying) {
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float brightness = length(nucleus.outputValue) / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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}
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else
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color = Color.black;
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}
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DrawNucleus(nucleus, position, maxValue, size, color);
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}
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private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size, Color color) {
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if (nucleus is MemoryCell memory) {
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Handles.color = Color.white;
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Handles.DrawWireDisc(position + Vector3.right * 10, Vector3.forward, size);
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}
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Handles.color = color;
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Handles.DrawSolidDisc(position, Vector3.forward, size);
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Handles.color = Color.white;
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// Position the label in front of the disc
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Vector3 labelPosition = position + (Vector3.forward * 0.1f);
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GUIStyle style = new(EditorStyles.label) {
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alignment = TextAnchor.MiddleCenter,
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normal = { textColor = Color.white },
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fontStyle = FontStyle.Bold,
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};
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if (nucleus is Nucleus neuron) {
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if (neuron.array == null || neuron.array.nuclei == null || neuron.array.nuclei.Count() == 0)
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neuron.array = new NucleusArray(neuron);
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if ((!expandArray || neuron.array.nuclei.First() != this.currentNucleus) && neuron.array.nuclei.Count() > 1) {
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Handles.Label(labelPosition, neuron.array.nuclei.Count().ToString(), style);
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}
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if (expandArray && neuron.array.nuclei.First() == this.currentNucleus) {
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int arrayIx = 0;
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foreach (Nucleus n in neuron.array.nuclei) {
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if (n == neuron)
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break;
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arrayIx++;
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}
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Handles.Label(labelPosition, $"[{arrayIx}]", style);
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}
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else {
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style.alignment = TextAnchor.UpperCenter;
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Vector3 labelPos = position - Vector3.down * (size + 10f); // below disc along up axis
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int colonPos = nucleus.name.IndexOf(":");
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if (colonPos > 0) {
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string baseName = nucleus.name[..colonPos];
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Handles.Label(labelPos, baseName, style);
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}
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else
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Handles.Label(labelPos, nucleus.name, style);
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}
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if (nucleus is Cluster cluster) {
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Handles.color = Color.white;
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Handles.DrawWireDisc(position, Vector3.forward, size + 10);
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}
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}
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else {
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style.alignment = TextAnchor.UpperCenter;
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Vector3 labelPos = position - Vector3.down * (size + 10); // below disc along up axis
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Handles.Label(labelPos, nucleus.name, style);
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}
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Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
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int id = GUIUtility.GetControlID(FocusType.Passive);
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Event e = Event.current;
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EventType et = e.GetTypeForControl(id);
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if (e != null && neuronRect.Contains(e.mousePosition)) {
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// Process Hover
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HandleMouseHover(nucleus, neuronRect);
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// Process click
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if (e.type == EventType.MouseDown && e.button == 0) {
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// Consume the event so the scene doesn't also handle it
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e.Use();
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HandleClicked(nucleus);
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}
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}
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}
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private void HandleMouseHover(Nucleus nucleus, Rect rect) {
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GUIContent tooltip;
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tooltip = new(
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$"{nucleus.name}" +
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$"\nValue: {length(nucleus.outputValue)}");
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Vector2 mousePosition = Event.current.mousePosition;
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// Display tooltip with some offset
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Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
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Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
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GUI.Box(tooltipRect, tooltip);
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}
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private void HandleClicked(Nucleus nucleus) {
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if (nucleus == this.currentNucleus) {
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if (nucleus is Nucleus n) {
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expandArray = !expandArray;
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return;
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}
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}
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else if (nucleus is Nucleus n) {
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this.currentNucleus = n;
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BuildLayers();
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}
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}
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private int selectedInputType = 0;
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void DrawInspector(VisualElement inspectorContainer) {
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if (inspectorContainer == null)
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return;
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inspectorContainer.Clear();
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if (this.currentNucleus == null)
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return;
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// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
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SerializedObject so = new(currentWrapper);
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IMGUIContainer container = new(() => {
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if (so.targetObject == null)
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return;
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so.Update();
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if (this.currentNucleus == null)
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return;
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GUIStyle headerStyle = new GUIStyle(EditorStyles.boldLabel) {
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alignment = TextAnchor.MiddleLeft,
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margin = new RectOffset(10, 0, 4, 4)
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};
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//GUI.backgroundColor = EditorGUIUtility.isProSkin ? new Color(0.15f, 0.15f, 0.15f) : new Color(0.85f, 0.85f, 0.85f);
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//GUILayout.BeginVertical("box");
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GUIStyle boldTextFieldStyle = new GUIStyle(EditorStyles.textField) {
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fontStyle = FontStyle.Bold
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};
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GUILayout.Label(this.currentNucleus.GetType().ToString(), headerStyle);
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//GUILayout.EndVertical();
|
|
//GUI.backgroundColor = Color.white; // Reset background color
|
|
this.currentNucleus.name = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
|
|
if (this.currentNucleus is Neuron neuroid) {
|
|
if (this.currentNucleus is MemoryCell memory) {
|
|
}
|
|
else {
|
|
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 = (Neuron.CurvePresets)EditorGUILayout.EnumPopup(neuroid.curvePreset, GUILayout.Width(100));
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
|
|
if (neuroid.array == null || neuroid.array.nuclei == null || neuroid.array.nuclei.Count() == 0)
|
|
neuroid.array = new NucleusArray(neuroid);
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.IntField("Array size", neuroid.array.nuclei.Count());
|
|
if (GUILayout.Button("Add"))
|
|
neuroid.array.AddNucleus(this.cluster);
|
|
if (GUILayout.Button("Del"))
|
|
neuroid.array.RemoveNucleus();
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
|
|
if (Application.isPlaying)
|
|
EditorGUILayout.FloatField("Output", length(this.currentNucleus.outputValue));
|
|
else
|
|
EditorGUILayout.LabelField(" ");
|
|
|
|
if (this.currentNucleus.synapses.Count > 0) {
|
|
EditorGUILayout.LabelField("Synapses");
|
|
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, length(synapse.nucleus.outputValue) * synapse.weight);
|
|
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--;
|
|
//EditorGUI.EndDisabledGroup();
|
|
}
|
|
}
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
ConnectNucleus(this.cluster, this.currentNucleus);
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
string[] options = { "Neuron", "MemoryCell", "Selector", "Cluster" };
|
|
selectedInputType = EditorGUILayout.Popup(selectedInputType, options);
|
|
if (GUILayout.Button("Add Input"))
|
|
AddInput(selectedInputType, this.currentNucleus);
|
|
EditorGUILayout.EndHorizontal();
|
|
|
|
// if (GUILayout.Button("Add Input Neuron"))
|
|
// AddInputNeuron(this.currentNucleus);
|
|
// if (GUILayout.Button("Add Input MemoryCell"))
|
|
// AddInputMemoryCell(this.currentNucleus);
|
|
// if (GUILayout.Button("Add Input Cluster"))
|
|
// AddCluster(this.currentNucleus);
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
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);
|
|
// }
|
|
});
|
|
|
|
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.cluster, "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.cluster, "New Selector");
|
|
newSelector.AddReceiver(nucleus);
|
|
this.currentNucleus = newSelector;
|
|
BuildLayers();
|
|
}
|
|
|
|
protected virtual void AddInputMemoryCell(Nucleus nucleus) {
|
|
MemoryCell newMemory = new(this.cluster, "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.cluster);
|
|
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 to", selectedIndex, names);
|
|
if (selectedIndex >= 0) {
|
|
Nucleus receptor = nuclei.ElementAt(selectedIndex);
|
|
receptor.AddReceiver(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
|
|
}
|
|
}
|
|
} |