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