60 lines
1.9 KiB
C#

using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[System.Serializable]
public class Receptor : Neuron, IReceptor {
public Receptor(Cluster parent, string name) : base(parent, name) {
this.array ??= new NucleusArray(this);
}
public Receptor(ClusterPrefab prefab, string name) : base(prefab, name) {
this.array ??= new NucleusArray(this);
}
public string GetName() {
return this.name;
}
public override Nucleus ShallowCloneTo(Cluster parent) {
Receptor clone = new(parent, name) {
//array = this.array
};
CloneFields(clone);
return clone;
}
public override Nucleus Clone(ClusterPrefab prefab) {
Receptor clone = new(prefab, name) {
//array = this.array
};
CloneFields(clone);
// Adding receivers will also add synapses to the receivers
foreach (Nucleus receiver in this.receivers)
clone.AddReceiver(receiver);
return clone;
}
[SerializeReference]
private NucleusArray _array;
public NucleusArray array {
get { return _array; }
set { _array = value; }
}
public override void UpdateStateIsolated() {
this.outputValue = this.bias;
//Debug.Log($"Receptor {this.name} outputvalue = {this.outputValue}");
}
public override void UpdateNuclei() {
this.stale++;
if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) {
this.bias = new float3(0, 0, 0);
this.parent.UpdateFromNucleus(this);
}
}
public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
this.array ??= new NucleusArray(this.parent);
this.array.ProcessStimulus(thingId, inputValue, thingName);
}
}