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using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.MLAgents.Sensors
{
/// <summary>
/// A component for 3D Ray Perception.
/// </summary>
[AddComponentMenu("ML Agents/Ray Perception Sensor 3D", (int)MenuGroup.Sensors)]
public class RayPerceptionSensorComponent3D : RayPerceptionSensorComponentBase
{
[HideInInspector, SerializeField, FormerlySerializedAs("startVerticalOffset")]
[Range(-10f, 10f)]
[Tooltip("Ray start is offset up or down by this amount.")]
float m_StartVerticalOffset;
/// <summary>
/// Ray start is offset up or down by this amount.
/// </summary>
public float StartVerticalOffset
{
get => m_StartVerticalOffset;
set { m_StartVerticalOffset = value; UpdateSensor(); }
}
[HideInInspector, SerializeField, FormerlySerializedAs("endVerticalOffset")]
[Range(-10f, 10f)]
[Tooltip("Ray end is offset up or down by this amount.")]
float m_EndVerticalOffset;
/// <summary>
/// Ray end is offset up or down by this amount.
/// </summary>
public float EndVerticalOffset
{
get => m_EndVerticalOffset;
set { m_EndVerticalOffset = value; UpdateSensor(); }
}
/// <inheritdoc/>
public override RayPerceptionCastType GetCastType()
{
return RayPerceptionCastType.Cast3D;
}
/// <inheritdoc/>
public override float GetStartVerticalOffset()
{
return StartVerticalOffset;
}
/// <inheritdoc/>
public override float GetEndVerticalOffset()
{
return EndVerticalOffset;
}
}
}
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