implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(TrainingEnvironmentGenerator))]
public class TrainingEnvironmentGeneratorEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
if (GUILayout.Button("1.Generate training environment "))
{
TrainingEnvironmentGenerator t = target as TrainingEnvironmentGenerator;
t.GenerateTrainingEnv();
}
if (GUILayout.Button("2 (optional) Generate ROM values"))
{
TrainingEnvironmentGenerator t = target as TrainingEnvironmentGenerator;
t.GenerateRangeOfMotionParser();
t.Prepare4RangeOfMotionParsing();
}
GUILayout.Label("If (2), press play until the values in the ROM file do not change. Then press stop.");
if (GUILayout.Button("3.Configure and Store")) {
TrainingEnvironmentGenerator t = target as TrainingEnvironmentGenerator;
//"3.We Configure Ragdoll and learning agent"
t.Prepare4EnvironmentStorage();
t.ApplyROMasConstraintsAndConfigure();
//instructions below stores them, it can only be done in an editor script
storeEnvAsPrefab(t.Outcome);
//once stored we can destroy them to keep the scene clean
//DestroyImmediate(t.Outcome.gameObject);
EditorUtility.SetDirty(t.info2store);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
//GUILayout.Label("After (3), activate the Ragdoll game object within the hierarchy of the training environment generated.");
GUILayout.Label("");
base.OnInspectorGUI();
serializedObject.ApplyModifiedProperties();
}
void storeEnvAsPrefab(ManyWorlds.SpawnableEnv env)
{
// Set the path,
// and name it as the GameObject's name with the .Prefab format
string localPath = "Assets/MarathonController/GeneratedEnvironments/" + env.name + ".prefab";
// Make sure the file name is unique, in case an existing Prefab has the same name.
string uniqueLocalPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
if (PrefabUtility.IsAnyPrefabInstanceRoot(env.gameObject))
//We want to store it independently from the current prefab. Therefore:
PrefabUtility.UnpackPrefabInstance(env.gameObject, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
// Create the new Prefab.
PrefabUtility.SaveAsPrefabAsset(env.gameObject, uniqueLocalPath);
Debug.Log("Saved new Training Environment at: " + uniqueLocalPath);
}
}