638 lines
31 KiB
C#
638 lines
31 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEditor;
|
|
|
|
using UnityEngine;
|
|
using UnityEngine.UIElements;
|
|
|
|
namespace NanoBrain {
|
|
|
|
[CustomEditor(typeof(ClusterPrefab))]
|
|
public class ClusterEditor : ClusterViewer {
|
|
|
|
public override VisualElement CreateInspectorGUI() {
|
|
ClusterPrefab prefab = target as ClusterPrefab;
|
|
if (prefab != null)
|
|
prefab.EnsureInitialization();
|
|
|
|
serializedObject.Update();
|
|
|
|
VisualElement root = new();
|
|
CreateEditor(root, prefab, null);
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
return root;
|
|
}
|
|
|
|
public GraphView CreateEditor(VisualElement root, ClusterPrefab cluster, GameObject gameObject) {
|
|
root.style.paddingLeft = 0;
|
|
root.style.paddingRight = 0;
|
|
root.style.paddingTop = 0;
|
|
root.style.paddingBottom = 0;
|
|
|
|
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
|
|
|
|
VisualElement mainContainer = new() {
|
|
style = {
|
|
flexDirection = FlexDirection.Row,
|
|
}
|
|
};
|
|
GraphEditor graphContainer = new(cluster);
|
|
graphContainer.style.flexShrink = 0;
|
|
graphContainer.style.width = 300;
|
|
graphContainer.style.overflow = Overflow.Hidden;
|
|
|
|
VisualElement inspectorContainer = new() {
|
|
name = "inspector",
|
|
style = {
|
|
minHeight = 450,
|
|
width = 300,
|
|
flexGrow = 0,
|
|
flexDirection = FlexDirection.Row,
|
|
}
|
|
};
|
|
|
|
mainContainer.Add(graphContainer);
|
|
mainContainer.Add(inspectorContainer);
|
|
root.Add(mainContainer);
|
|
|
|
graphContainer.SetGraph(gameObject, inspectorContainer);
|
|
|
|
return graphContainer;
|
|
}
|
|
|
|
public class GraphEditor : GraphView {
|
|
|
|
protected ClusterPrefab prefab;
|
|
//protected Nucleus currentPrefabNucleus;
|
|
|
|
protected override Nucleus currentNucleus {
|
|
get => base.currentNucleus;
|
|
set {
|
|
base.currentNucleus = value;
|
|
// this.currentPrefabNucleus = value != null ? this.prefab.GetNucleus(value.name) : null;
|
|
}
|
|
}
|
|
|
|
public GraphEditor(ClusterPrefab prefab) : base(prefab.cluster.defaultOutput.parent) {
|
|
this.prefab = prefab;
|
|
|
|
// In a Prefab editor, no instance exists but we need it for the ClusterViewer.
|
|
// So we create a temporary instance
|
|
//this.currentCluster = new(prefab);
|
|
this.currentCluster = prefab.cluster;
|
|
}
|
|
|
|
public void SetGraph(GameObject gameObject, VisualElement inspectorContainer) {
|
|
this.gameObject = gameObject;
|
|
|
|
if (Application.isPlaying == false)
|
|
this.serializedBrain = new SerializedObject(this.prefab);
|
|
this.selectedOutput = this.currentCluster.defaultOutput;
|
|
this.currentNucleus = this.selectedOutput;
|
|
//this.currentCluster = this.currentNucleus.parent;
|
|
Rebuild(inspectorContainer);
|
|
// if (outputsPopup != null)
|
|
// OnOutputChanged(outputsPopup.choices[0]);
|
|
}
|
|
|
|
private void Rebuild(VisualElement inspectorContainer) {
|
|
|
|
if (this.currentNucleus == null) {
|
|
inspectorContainer.Clear();
|
|
return;
|
|
}
|
|
|
|
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
|
|
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
|
|
if (this.prefabAsset == null) {
|
|
// create in memory save if it doesn't exist
|
|
this.prefabAsset = CreateInstance<ClusterPrefab>();
|
|
//Debug.LogError("Cluster Prefab is not found on disk");
|
|
}
|
|
// DrawInspector(inspectorContainer);
|
|
if (inspectorContainer == null)
|
|
return;
|
|
|
|
inspectorContainer.Clear();
|
|
if (this.currentNucleus == null)
|
|
return;
|
|
|
|
// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
|
|
SerializedObject so = new(prefabAsset);
|
|
|
|
foreach (Nucleus nucleus in this.prefab.cluster.nuclei) {
|
|
nucleus.Initialize();
|
|
}
|
|
|
|
this.inspectorIMGUIContainer = new IMGUIContainer(() => InspectorHandler(so));
|
|
|
|
inspectorContainer.Add(inspectorIMGUIContainer);
|
|
}
|
|
|
|
#region Inspector
|
|
|
|
private VisualElement inspectorIMGUIContainer;
|
|
private bool showSynapses = true;
|
|
private bool showActivation = true;
|
|
protected bool breakOnWake = false;
|
|
protected bool trace = false;
|
|
|
|
void InspectorHandler(SerializedObject serializedObject) {
|
|
bool anythingChanged = false;
|
|
|
|
if (serializedObject == null || serializedObject.targetObject == null)
|
|
return;
|
|
|
|
serializedObject.Update();
|
|
|
|
GUIStyle boldTextFieldStyle = new(EditorStyles.textField) {
|
|
fontStyle = FontStyle.Bold
|
|
};
|
|
|
|
if (this.currentNucleus == null) {
|
|
OutputsInspector(ref anythingChanged);
|
|
return;
|
|
}
|
|
else {
|
|
GUIStyle headerStyle = new(EditorStyles.boldLabel) {
|
|
alignment = TextAnchor.MiddleLeft,
|
|
margin = new RectOffset(10, 0, 4, 4)
|
|
};
|
|
// Nucleus type
|
|
string nucleusType = this.currentNucleus.GetType().Name;
|
|
GUILayout.Label(nucleusType, headerStyle);
|
|
|
|
// Nucleus name
|
|
//Cluster cluster = this.currentPrefabNucleus as Cluster;
|
|
Cluster cluster = this.currentNucleus as Cluster;
|
|
if (cluster != null) {
|
|
EditorGUILayout.BeginHorizontal();
|
|
if (GUILayout.Button(this.currentNucleus.parent.name))
|
|
OnClusterClick(cluster);
|
|
EditorGUI.BeginDisabledGroup(true);
|
|
EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
|
|
EditorGUI.EndDisabledGroup();
|
|
if (GUILayout.Button("Reimport"))
|
|
ReimportCluster(cluster);
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
else {
|
|
string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
|
|
if (newName != this.currentNucleus.name) {
|
|
Nucleus prefabNucleus = this.prefab.GetNucleus(this.currentNucleus.name);
|
|
prefabNucleus.name = newName;
|
|
// This changes it in the temporary cluster instance
|
|
this.currentNucleus.name = newName;
|
|
this.prefab.cluster.RefreshOutputs();
|
|
// outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
|
|
anythingChanged = true;
|
|
}
|
|
}
|
|
|
|
// Current output value
|
|
if (Application.isPlaying) {
|
|
if (currentNucleus is Neuron currentNeuron1) {
|
|
GUIContent nameLabel = new("Output", currentNeuron1.outputValue.ToString());
|
|
EditorGUILayout.FloatField(nameLabel, currentNeuron1.outputMagnitude);
|
|
}
|
|
else
|
|
EditorGUILayout.LabelField(" ");
|
|
}
|
|
else
|
|
EditorGUILayout.LabelField(" ");
|
|
|
|
// Memory cell
|
|
if (this.currentNucleus is MemoryCell memory)
|
|
MemoryCellInspector(memory, ref anythingChanged);
|
|
// Cluster
|
|
else if (cluster != null)
|
|
ClusterInspector(cluster, ref anythingChanged);
|
|
// Other
|
|
else
|
|
NucleusInspector(this.currentNucleus, ref anythingChanged);
|
|
|
|
if (GUILayout.Button("Delete"))
|
|
DeleteNucleus(this.currentNucleus);
|
|
}
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
if (anythingChanged) {
|
|
EditorUtility.SetDirty(prefabAsset);
|
|
AssetDatabase.SaveAssets();
|
|
}
|
|
}
|
|
|
|
protected void OutputsInspector(ref bool anythingChanged) {
|
|
GUIStyle headerStyle = new(EditorStyles.boldLabel) {
|
|
alignment = TextAnchor.MiddleLeft,
|
|
margin = new RectOffset(10, 0, 4, 4)
|
|
};
|
|
GUILayout.Label("Outputs", headerStyle);
|
|
|
|
bool connecting = GUILayout.Button("Add Output Neuron");
|
|
if (connecting) {
|
|
Nucleus newOutput = new Neuron(this.prefab.cluster, "New Output");
|
|
// Regenerate the temporary clsuter instance
|
|
// See also the constructor
|
|
this.currentCluster = new(this.prefab);
|
|
this.currentNucleus = newOutput;
|
|
this.selectedOutput = this.currentNucleus;
|
|
}
|
|
}
|
|
|
|
protected void MemoryCellInspector(MemoryCell memoryCell, ref bool anythingChanged) {
|
|
memoryCell.staticMemory = EditorGUILayout.Toggle("Static Memory", memoryCell.staticMemory);
|
|
NucleusInspector(memoryCell, ref anythingChanged);
|
|
}
|
|
|
|
protected void ClusterInspector(Cluster cluster, ref bool anythingChanged) {
|
|
EditorGUILayout.BeginHorizontal();
|
|
|
|
int instanceCount = cluster.instanceCount;
|
|
if (instanceCount <= 1) {
|
|
if (cluster.siblingClusters != null && cluster.siblingClusters.Length > 1)
|
|
instanceCount = cluster.siblingClusters.Count();
|
|
else
|
|
instanceCount = 1;
|
|
}
|
|
EditorGUILayout.IntField("Instances", instanceCount, GUILayout.MinWidth(150));
|
|
|
|
if (GUILayout.Button("Add")) {
|
|
Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name);
|
|
cluster.AddInstance();
|
|
anythingChanged = true;
|
|
}
|
|
if (GUILayout.Button("Del")) {
|
|
Undo.RecordObject(prefabAsset, "Array delete " + prefabAsset.name);
|
|
cluster.RemoveInstance();
|
|
anythingChanged = true;
|
|
}
|
|
EditorGUILayout.EndHorizontal();
|
|
|
|
if (GUILayout.Button("Reimport Cluster"))
|
|
ReimportCluster(cluster);
|
|
}
|
|
|
|
protected void NucleusInspector(Nucleus nucleus, ref bool anythingChanged) {
|
|
SynapsesInspector(ref anythingChanged);
|
|
ActivationInspector(ref anythingChanged);
|
|
|
|
EditorGUILayout.Space();
|
|
breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
|
|
if (breakOnWake && this.currentNucleus is Neuron currentNeuron) {
|
|
if (currentNeuron.isSleeping == false)
|
|
Debug.Break();
|
|
trace = EditorGUILayout.Toggle("Trace", trace);
|
|
currentNeuron.trace = trace;
|
|
}
|
|
}
|
|
|
|
protected void SynapsesInspector(ref bool anythingChanged) {
|
|
showSynapses = EditorGUILayout.BeginFoldoutHeaderGroup(showSynapses, "Synapses");
|
|
if (showSynapses) {
|
|
if (this.currentNucleus is Neuron neuron2) {
|
|
Neuron.CombinatorType newCombinator = (Neuron.CombinatorType)EditorGUILayout.EnumPopup("Combinator", neuron2.combinator);
|
|
anythingChanged |= newCombinator != neuron2.combinator;
|
|
neuron2.combinator = newCombinator;
|
|
|
|
EditorGUIUtility.wideMode = true;
|
|
float previousLabelWidth = EditorGUIUtility.labelWidth;
|
|
EditorGUIUtility.labelWidth = 100;
|
|
|
|
Vector3 newBias = EditorGUILayout.Vector3Field("Bias", neuron2.bias);
|
|
if (newBias != neuron2.bias) {
|
|
anythingChanged |= newBias != neuron2.bias;
|
|
neuron2.bias = newBias;
|
|
}
|
|
EditorGUIUtility.labelWidth = previousLabelWidth;
|
|
}
|
|
|
|
Nucleus[] array = null;
|
|
int elementIx = -1;
|
|
//if (this.currentPrefabNucleus is Neuron prefabNeuron && prefabNeuron.synapses.Count > 0) {
|
|
// Synapse[] synapses = prefabNeuron.synapses.ToArray();
|
|
if (this.currentNucleus is Neuron currentNeuron && currentNeuron.synapses.Count > 0) {
|
|
Synapse[] synapses = currentNeuron.synapses.ToArray();
|
|
foreach (Synapse synapse in synapses) {
|
|
if (synapse.neuron == null)
|
|
continue;
|
|
|
|
if (array != null) {
|
|
if (synapse.neuron.parent is Cluster iCluster && elementIx > 0) {
|
|
int thisElementIx = Cluster.GetNucleusIndex(iCluster.nuclei, synapse.neuron);
|
|
if (thisElementIx == elementIx)
|
|
continue;
|
|
else
|
|
elementIx = thisElementIx;
|
|
}
|
|
if (array.Contains(synapse.neuron))
|
|
continue;
|
|
else if (array.Contains(synapse.neuron.parent))
|
|
continue;
|
|
}
|
|
else {
|
|
if (synapse.neuron.parent is Cluster iReceptor) {
|
|
array = iReceptor.siblingClusters;
|
|
if (iReceptor is Cluster iCluster)
|
|
elementIx = Cluster.GetNucleusIndex(iCluster.nuclei, synapse.neuron);
|
|
}
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
if (Application.isPlaying) {
|
|
if (synapse.neuron is Neuron synapseNeuron) {
|
|
Vector3 value = synapseNeuron.outputValue * synapse.weight;
|
|
GUIContent synapseValueLabel = new(synapse.neuron.name, synapseNeuron.outputValue.ToString());
|
|
EditorGUILayout.FloatField(synapseValueLabel, synapseNeuron.outputMagnitude);
|
|
}
|
|
}
|
|
else {
|
|
EditorGUILayout.BeginHorizontal();
|
|
|
|
if (synapse.neuron.parent.prefab != this.currentNucleus.parent.prefab) {
|
|
// If it is a different cluster
|
|
GUIStyle labelStyle = new(GUI.skin.label);
|
|
float labelWidth = 200;
|
|
if (synapse.neuron.parent.prefab != null) {
|
|
labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.parent.prefab.name}.")).x;
|
|
GUILayout.Label($"{synapse.neuron.parent.prefab.name}", GUILayout.Width(labelWidth));
|
|
}
|
|
string[] options = synapse.neuron.parent.prefab.cluster.nuclei.Select(n => n.name).ToArray();
|
|
int selectedIndex = System.Array.IndexOf(options, synapse.neuron.name);
|
|
int newIndex = EditorGUILayout.Popup(selectedIndex, options);
|
|
if (newIndex != selectedIndex) {
|
|
// Nucleus selectedNucleus = synapse.neuron.parent.clusterNuclei[newIndex];
|
|
// Neuron newNeuron = selectedNucleus as Neuron;
|
|
Neuron newNeuron = synapse.neuron.parent.prefab.cluster.nuclei[newIndex] as Neuron;
|
|
ChangeSynapse(synapse, newNeuron);
|
|
}
|
|
}
|
|
else
|
|
GUILayout.Label(synapse.neuron.name);
|
|
|
|
bool disconnecting = GUILayout.Button("Disconnect", GUILayout.Width(80));
|
|
if (disconnecting) {
|
|
synapse.neuron.RemoveReceiver(this.currentNucleus);
|
|
this.currentCluster.Refresh();
|
|
anythingChanged = true;
|
|
}
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
|
|
EditorGUI.indentLevel++;
|
|
float newWeight = EditorGUILayout.FloatField("Weight", synapse.weight);
|
|
if (newWeight != synapse.weight) {
|
|
synapse.weight = newWeight;
|
|
anythingChanged = true;
|
|
}
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
anythingChanged |= ConnectNucleus(this.prefab, this.currentNucleus);
|
|
anythingChanged |= AddSynapse(this.prefab, this.currentNucleus);
|
|
}
|
|
EditorGUILayout.EndFoldoutHeaderGroup();
|
|
}
|
|
|
|
protected void ActivationInspector(ref bool anythingChanged) {
|
|
EditorGUILayout.Space();
|
|
showActivation = EditorGUILayout.BeginFoldoutHeaderGroup(showActivation, "Activation");
|
|
if (showActivation) {
|
|
if (this.currentNucleus is Neuron neuron) {
|
|
if (this.currentNucleus is not MemoryCell) {
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField("Activation Curve", GUILayout.MinWidth(60));
|
|
if (neuron.curveMax > 0)
|
|
EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, 0, 1, neuron.curveMax), GUILayout.Width(40));
|
|
else
|
|
EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, neuron.curveMax, 1, -neuron.curveMax), GUILayout.Width(40));
|
|
Neuron.ActivationType newPreset = (Neuron.ActivationType)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.MinWidth(50));
|
|
anythingChanged |= newPreset != neuron.curvePreset;
|
|
neuron.curvePreset = newPreset;
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
// if (neuron is Receptor receptor2) {
|
|
// if (receptor2.nucleiArray == null || receptor2.nucleiArray.Count() == 0)
|
|
// receptor2.array = new NucleusArray(neuron);
|
|
// }
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
}
|
|
EditorGUILayout.EndFoldoutHeaderGroup();
|
|
}
|
|
|
|
#region Synapses
|
|
|
|
protected virtual void AddInput(Nucleus.Type selectedType, Nucleus nucleus) {
|
|
switch (selectedType) {
|
|
case Nucleus.Type.Neuron:
|
|
AddNeuronInput(nucleus);
|
|
break;
|
|
case Nucleus.Type.MemoryCell:
|
|
AddMemoryCellInput(nucleus);
|
|
break;
|
|
case Nucleus.Type.Cluster:
|
|
AddClusterInput(nucleus);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected virtual void AddNeuronInput(Nucleus nucleus) {
|
|
Neuron newNeuron = new (this.currentCluster, "New Neuron");
|
|
//Neuron newNeuroid = new(this.prefab.cluster, "New neuron");
|
|
newNeuron.AddReceiver(nucleus);
|
|
this.currentNucleus = newNeuron;
|
|
}
|
|
|
|
protected virtual void AddMemoryCellInput(Nucleus nucleus) {
|
|
MemoryCell newMemory = new(this.prefab.cluster, "New memory cell");
|
|
newMemory.AddReceiver(nucleus);
|
|
this.currentNucleus = newMemory;
|
|
}
|
|
|
|
protected virtual void AddClusterInput(Nucleus nucleus) {
|
|
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
|
|
}
|
|
private void OnClusterPicked(Nucleus nucleus, ClusterPrefab selectedPrefab) {
|
|
Cluster subclusterInstance = new(selectedPrefab, this.prefab);
|
|
subclusterInstance.defaultOutput.AddReceiver(nucleus);
|
|
}
|
|
|
|
private void ReimportCluster(Cluster subCluster) {
|
|
if (subCluster.siblingClusters == null || subCluster.siblingClusters.Length <= 0) {
|
|
Cluster reimportedCluster = new(subCluster.prefab, this.prefab);
|
|
subCluster.MoveReceivers(reimportedCluster);
|
|
// subcluster should be garbage now...
|
|
this.currentNucleus = reimportedCluster;
|
|
}
|
|
else {
|
|
this.currentNucleus = null;
|
|
List<Cluster> newSiblingsList = new();
|
|
foreach (Cluster sibling in subCluster.siblingClusters) {
|
|
Cluster reimportedCluster = new(sibling.prefab, this.prefab) {
|
|
name = sibling.name
|
|
};
|
|
sibling.MoveReceivers(reimportedCluster);
|
|
newSiblingsList.Add(reimportedCluster);
|
|
// make the first reimportedCluster the new current nucleus
|
|
this.currentNucleus ??= reimportedCluster;
|
|
}
|
|
Cluster[] newSiblings = newSiblingsList.ToArray();
|
|
foreach (Cluster sibling in newSiblings)
|
|
sibling.siblingClusters = newSiblings;
|
|
}
|
|
}
|
|
|
|
int selectedConnectNucleus = -1;
|
|
// Connect to another nucleus
|
|
protected virtual bool ConnectNucleus(ClusterPrefab cluster, Nucleus nucleusToConnect) {
|
|
if (cluster == null)
|
|
return false;
|
|
|
|
Neuron currentNeuron = this.currentNucleus as Neuron;
|
|
IEnumerable<Nucleus> synapseNuclei = currentNeuron.synapses
|
|
.Where(synapse => synapse.neuron != null)
|
|
.Select(synapse => synapse.neuron);
|
|
|
|
IEnumerable<Nucleus> nuclei = cluster.cluster.nuclei
|
|
.Except(synapseNuclei);
|
|
IEnumerable<string> nucleiNames = nuclei
|
|
.Select(n => {
|
|
int idx = n.name.IndexOf(':');
|
|
return idx < 0 ? n.name : n.name[..idx];
|
|
})
|
|
.Distinct();
|
|
|
|
string[] names = nucleiNames.ToArray();
|
|
EditorGUILayout.BeginHorizontal();
|
|
selectedConnectNucleus = EditorGUILayout.Popup(selectedConnectNucleus, names);
|
|
bool connecting = GUILayout.Button("Connect", GUILayout.Width(80));
|
|
EditorGUILayout.EndHorizontal();
|
|
if (connecting) {
|
|
Nucleus nucleus = nuclei.ElementAt(selectedConnectNucleus);
|
|
if (nucleus is Cluster subCluster) {
|
|
subCluster.AddArrayReceiver(this.currentNucleus);
|
|
}
|
|
else if (nucleus is Neuron neuron) {
|
|
neuron.AddReceiver(this.currentNucleus);
|
|
}
|
|
this.currentCluster.Refresh();
|
|
}
|
|
return connecting;
|
|
}
|
|
|
|
// protected virtual void DisconnectNucleus(Neuron nucleus) {
|
|
// if (this.currentNucleus.parent.prefab == null)
|
|
// return;
|
|
// Neuron currentNeuron = this.currentNucleus as Neuron;
|
|
// string[] names = currentNeuron.synapses.Select(synapse => synapse.neuron.name).ToArray();
|
|
// int selectedIndex = -1;
|
|
// selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
|
|
// if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.parent.prefab.cluster.nuclei.Count) {
|
|
// Synapse synapse = currentNeuron.synapses[selectedIndex];
|
|
// synapse.neuron.RemoveReceiver(this.currentNucleus);
|
|
|
|
// // synapse = currentNeuron.synapses[selectedIndex];
|
|
// // synapse.neuron.RemoveReceiver(this.currentPrefabNucleus);
|
|
// }
|
|
// }
|
|
|
|
protected virtual void DeleteNucleus(Nucleus nucleus) {
|
|
if (nucleus == null)
|
|
return;
|
|
|
|
if (nucleus is Neuron neuron) {
|
|
foreach (Nucleus receiver in neuron.receivers) {
|
|
if (receiver != null) {
|
|
this.currentNucleus = receiver;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
this.currentCluster.DeleteNucleus(nucleus);//clusterNuclei.Remove(nucleus);
|
|
|
|
// this.prefab.nuclei.Remove(nucleus);
|
|
// Neuron.Delete(nucleus);
|
|
this.prefab.cluster.RefreshOutputs();
|
|
|
|
|
|
this.currentNucleus = this.prefab.cluster.defaultOutput;
|
|
this.selectedOutput = this.currentNucleus;
|
|
}
|
|
|
|
Nucleus.Type selectedType = Nucleus.Type.None;
|
|
protected virtual bool AddSynapse(ClusterPrefab cluster, Nucleus nucleus) {
|
|
if (cluster == null)
|
|
return false;
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
selectedType = (Nucleus.Type)EditorGUILayout.EnumPopup(selectedType);
|
|
bool connecting = GUILayout.Button("Add", GUILayout.Width(80));
|
|
EditorGUILayout.EndHorizontal();
|
|
|
|
if (connecting) {
|
|
AddInput(selectedType, this.currentNucleus);
|
|
}
|
|
return connecting;
|
|
// if (selectedType == Nucleus.Type.None)
|
|
// return false;
|
|
|
|
// AddInput(selectedType, this.currentNucleus);
|
|
// return true;
|
|
}
|
|
|
|
protected virtual void ChangeSynapse(Synapse synapse, Neuron newNucleus) {
|
|
Neuron synapseNeuron = synapse.neuron;
|
|
if (synapse.neuron.parent is Cluster subCluster && subCluster.prefab != this.prefab) {
|
|
// if (synapse.neuron.parent is ClusterReceptor receptor) {
|
|
// // the new nucleus is part of a (cluster) receptor,
|
|
// // so we have to change all synapses to this nucleus array elements
|
|
// int oldNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, synapse.neuron);
|
|
// int newNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, newNucleus);
|
|
// foreach (Nucleus element in receptor.nucleiArray) {
|
|
// if (element is not ClusterReceptor clusterReceptor)
|
|
// continue;
|
|
// // Get the same neuron as the synapse.nucleus in a different element
|
|
// // of the ClusterReceptor array
|
|
// Nucleus oldElementNucleus = clusterReceptor.clusterNuclei[oldNucleusIx];
|
|
// if (oldElementNucleus is not Neuron oldElementNeuron)
|
|
// continue;
|
|
// // Get the same neuron as newNucleus in a different element
|
|
// // of the ClusterReceptor array
|
|
// Nucleus newElementNucleus = clusterReceptor.clusterNuclei[newNucleusIx];
|
|
// if (newElementNucleus is not Neuron newElementNeuron)
|
|
// continue;
|
|
|
|
// oldElementNeuron.RemoveReceiver(this.currentNucleus);
|
|
// newElementNeuron.AddReceiver(this.currentNucleus);
|
|
// // Now find the synapse which pointed to the old Neuron
|
|
// // Synapse synapseForUpdate = this.currentNucleus.GetSynapse(oldElementNeuron);
|
|
// // synapseForUpdate.nucleus = newElementNeuron;
|
|
// }
|
|
// }
|
|
// else {
|
|
// it is a neuron in a subcluster
|
|
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
|
newNucleus.AddReceiver(this.currentNucleus);
|
|
// }
|
|
}
|
|
else {
|
|
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
|
newNucleus.AddReceiver(this.currentNucleus);
|
|
}
|
|
}
|
|
|
|
#endregion Synapses
|
|
|
|
#endregion Inspector
|
|
}
|
|
}
|
|
|
|
} |