537 lines
24 KiB
C#
537 lines
24 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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namespace NanoBrain {
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public class ClusterViewer : Editor {
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public class GraphView : VisualElement {
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readonly ClusterPrefab prefab;
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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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ClusterPrefab prefabAsset;
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readonly PopupField<string> outputsField;
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public GraphView(ClusterPrefab prefab) {
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this.prefab = 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.prefab.outputs.Select(output => output.name).ToList();
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if (names.Count > 0 && names.First() != null) {
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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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}
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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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if (this.currentNucleus.parent != null)
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// Get nucleus in the parent instance
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this.currentNucleus = this.currentNucleus.parent.GetNucleus(outputName);
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else
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// Get nucleus in the prefab
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this.currentNucleus = this.prefab.GetNucleus(outputName);
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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.prefab);
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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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string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
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this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
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if (this.prefabAsset == null) {
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// create in memory save if it doesn't exist
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this.prefabAsset = CreateInstance<ClusterPrefab>();
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//Debug.LogError("Cluster Prefab is not found on disk");
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}
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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 is Neuron selectedNeuron && selectedNeuron.receivers != null) {
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foreach (Nucleus receiver in selectedNeuron.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.neuron;
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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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if (this.currentNucleus is IReceptor receptor1) {
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float maxValue = 0;
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foreach (Nucleus nucleus in receptor1.nucleiArray) {
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if (nucleus is Neuron neuron) {
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float value = neuron.outputMagnitude;
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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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float spacing = 400f / receptor1.nucleiArray.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 receptor1.nucleiArray) {
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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(150, yMax + size + 5, 0);
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string receptorName = receptor1.GetName();
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int colonPos = receptorName.IndexOf(":");
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if (colonPos > 0) {
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string baseName = receptorName[..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, receptorName, 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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float maxValue = 1;
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if (this.currentNucleus is Neuron neuron)
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maxValue = neuron.outputMagnitude;
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else if (this.currentNucleus is Cluster cluster)
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maxValue = cluster.defaultOutput.outputMagnitude;
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DrawNucleus(this.currentNucleus, position, maxValue, 20);
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}
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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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float maxValue = 1;
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if (this.currentNucleus is Neuron neuron)
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maxValue = neuron.outputMagnitude;
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else if (this.currentNucleus is Cluster cluster)
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maxValue = cluster.defaultOutput.outputMagnitude;
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DrawNucleus(this.currentNucleus, position, maxValue, 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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List<Nucleus> receivers;
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if (nucleus is Neuron neuron)
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receivers = neuron.receivers;
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else if (nucleus is Cluster cluster)
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receivers = cluster.CollectReceivers();
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else
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return;
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int nodeCount = receivers.Count(); //neuron != null ? neuron.receivers.Count() : 1;
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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 receivers) {
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if (receiver is Neuron neuroid) {
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float value = neuroid.outputMagnitude;
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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<Nucleus[]> drawnArrays = new();
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foreach (Nucleus receiver in receivers) {
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if (receiver is Receptor receptor) {
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if (drawnArrays.Contains(receptor.nucleiArray))
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continue;
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drawnArrays.Add(receptor.nucleiArray);
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}
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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<Nucleus[]> drawnArrays = new();
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse.neuron == null)
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continue;
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if (synapse.neuron is Receptor receptor) {
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if (drawnArrays.Contains(receptor.nucleiArray))
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continue;
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drawnArrays.Add(receptor.nucleiArray);
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}
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else if (synapse.neuron.parent is ClusterReceptor clusterReceptor) {
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if (drawnArrays.Contains(clusterReceptor.nucleiArray))
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continue;
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drawnArrays.Add(clusterReceptor.nucleiArray);
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}
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if (synapse.neuron is Neuron synapseNeuron) {
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float value = synapseNeuron.outputMagnitude * 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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}
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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.neuron is null)
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continue;
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if (synapse.neuron is Receptor neuron) {
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if (drawnArrays.Contains(neuron.nucleiArray))
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continue;
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drawnArrays.Add(neuron.nucleiArray);
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}
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else if (synapse.neuron.parent is ClusterReceptor clusterReceptor) {
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if (drawnArrays.Contains(clusterReceptor.nucleiArray))
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continue;
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drawnArrays.Add(clusterReceptor.nucleiArray);
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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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Color color = Color.black;
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if (Application.isPlaying) {
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if (maxValue == 0 || !float.IsFinite(maxValue))
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maxValue = 1;
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float brightness = 0;
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if (synapse.neuron is Neuron synapseNeuron)
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brightness = synapseNeuron.outputMagnitude * synapse.weight / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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}
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if (synapse.neuron.parent != null && synapse.neuron.parent != this.currentNucleus.parent) {
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// the synapse nucleus is part of a subcluster
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DrawNucleus(synapse.neuron.parent, pos, maxValue, size, color);
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}
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// else if (synapse.nucleus.cluster != null && synapse.nucleus.cluster != this.currentNucleus.cluster) {
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// DrawNucleus(synapse.nucleus.parent, pos, maxValue, size, color);
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// }
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else {
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DrawNucleus(synapse.neuron, 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 (Application.isPlaying) {
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float brightness = 0;
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if (nucleus is Neuron neuron)
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brightness = neuron.outputMagnitude / 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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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) {
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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 IReceptor receptor1) {
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if (expandArray) {
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// Put array indices above elements
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style.alignment = TextAnchor.LowerCenter;
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Vector3 labelPos1 = position + Vector3.down * (size + 5); // below disc
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int colonPos1 = nucleus.name.IndexOf(":");
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if (colonPos1 > 0) {
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string extName = nucleus.name[(colonPos1 + 2)..];
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Handles.Label(labelPos1, extName, style);
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}
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}
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else {
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// draw the array size label
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if (color.grayscale > 0.5f)
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style.normal.textColor = Color.black;
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else
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style.normal.textColor = Color.white;
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Handles.Label(labelPosition, receptor1.nucleiArray.Length.ToString(), style);
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style.normal.textColor = Color.white;
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}
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}
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if (expandArray == false || nucleus is not IReceptor) {
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// put name below nucleus
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Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
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style.alignment = TextAnchor.UpperCenter;
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int colonPos = nucleus.name.IndexOf(":");
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if (colonPos > 0 && colonPos < nucleus.name.Length - 2) {
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// if it is an array, we should not show the :0 of the first element
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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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// Draw Cluster ring
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if (nucleus is Cluster) {
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Handles.color = Color.white;
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Handles.DrawWireDisc(position, Vector3.forward, size + 5);
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}
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// Tooltip
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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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if (nucleus is Neuron neuron) {
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tooltip = new(
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$"{nucleus.name}" +
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$"\nValue: {neuron.outputMagnitude}");
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}
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else
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tooltip = new($"{nucleus.name}");
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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 Receptor || nucleus is ClusterReceptor)
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expandArray = !expandArray;
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else
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expandArray = false;
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}
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else {
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this.currentNucleus = nucleus;
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expandArray = false;
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BuildLayers();
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}
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}
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void OnSceneGUI(SceneView sceneView) {
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if (this.gameObject != null) {
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if (this.currentNucleus is IReceptor receptor) {
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foreach (Nucleus nucleus in receptor.nucleiArray) {
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if (nucleus is Neuron neuron) {
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|
Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue);
|
|
Handles.color = Color.yellow;
|
|
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (this.currentNucleus is Neuron currentNeuron) {
|
|
Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue);
|
|
Handles.color = Color.yellow;
|
|
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
} |