implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
109 lines
2.7 KiB
109 lines
2.7 KiB
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);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|