using System;
using Unity.Mathematics;
using UnityEngine;
namespace Unity.MLAgents.Areas
{
///
/// The Training Ares Replicator allows for a training area object group to be replicated dynamically during runtime.
///
[DefaultExecutionOrder(-5)]
public class TrainingAreaReplicator : MonoBehaviour
{
///
/// The base training area to be replicated.
///
public GameObject baseArea;
///
/// The number of training areas to replicate.
///
public int numAreas = 1;
///
/// The separation between each training area.
///
public float separation = 10f;
int3 m_GridSize = new int3(1, 1, 1);
int m_areaCount = 0;
string m_TrainingAreaName;
///
/// The size of the computed grid to pack the training areas into.
///
public int3 GridSize => m_GridSize;
///
/// The name of the training area.
///
public string TrainingAreaName => m_TrainingAreaName;
///
/// Called before the simulation begins to computed the grid size for distributing
/// the replicated training areas and set the area name.
///
public void Awake()
{
// Computes the Grid Size on Awake
ComputeGridSize();
// Sets the TrainingArea name to the name of the base area.
m_TrainingAreaName = baseArea.name;
}
///
/// Called after Awake and before the simulation begins and adds the training areas before
/// the Academy begins.
///
public void OnEnable()
{
// Adds the training are replicas during OnEnable to ensure they are added before the Academy begins its work.
AddEnvironments();
}
///
/// Computes the Grid Size for replicating the training area.
///
void ComputeGridSize()
{
var rootNumAreas = Mathf.Pow(numAreas, 1.0f / 2.0f);
m_GridSize.x = Mathf.CeilToInt(rootNumAreas);
var zSize = Mathf.CeilToInt((float)numAreas / (m_GridSize.x * m_GridSize.y));
m_GridSize.z = zSize == 0 ? 1 : zSize;
}
///
/// Adds replicas of the training area to the scene.
///
///
void AddEnvironments()
{
if (numAreas > m_GridSize.x * m_GridSize.y * m_GridSize.z)
{
throw new UnityAgentsException("The number of training areas that you have specified exceeds the size of the grid.");
}
for (int z = 0; z < m_GridSize.z; z++)
{
for (int x = 0; x < m_GridSize.x; x++)
{
if (m_areaCount == 0)
{
// Skip this first area since it already exists.
m_areaCount = 1;
}
else if (m_areaCount < numAreas)
{
m_areaCount++;
var area = Instantiate(baseArea, new Vector3(x * separation, 0, z * separation), Quaternion.identity);
area.name = m_TrainingAreaName;
}
}
}
}
}
}