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using System;
using NUnit.Framework;
using UnityEngine;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Tests
{
[TestFixture]
public class RenderTextureSensorComponentTest
{
[Test]
public void TestRenderTextureSensorComponent()
{
foreach (var grayscale in new[] { true, false })
{
foreach (SensorCompressionType compression in Enum.GetValues(typeof(SensorCompressionType)))
{
var width = 24;
var height = 16;
var texture = new RenderTexture(width, height, 0);
var agentGameObj = new GameObject("agent");
var renderTexComponent = agentGameObj.AddComponent<RenderTextureSensorComponent>();
renderTexComponent.RenderTexture = texture;
renderTexComponent.Grayscale = grayscale;
renderTexComponent.CompressionType = compression;
var expectedShape = new InplaceArray<int>(height, width, grayscale ? 1 : 3);
var sensor = renderTexComponent.CreateSensors()[0];
Assert.AreEqual(expectedShape, sensor.GetObservationSpec().Shape);
Assert.AreEqual(typeof(RenderTextureSensor), sensor.GetType());
}
}
}
}
}
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