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ButtonInputActionAdaptor.cs
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#if MLA_INPUT_SYSTEM
using Unity.MLAgents.Actuators;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input
{
/// <summary>
/// Class that translates data between the a <see cref="UnityEngine.InputSystem.Controls.ButtonControl"/> and
/// the ML-Agents <see cref="ActionBuffers"/> object.
/// </summary>
public class ButtonInputActionAdaptor : IRLActionInputAdaptor
{
/// <summary>
/// TODO this method needs to be more nuanced depending the types of controls that can back it. i.e. TriggerControls
/// are continuous buttons, etc.
/// Currently returns an <see cref="ActionSpec"/> with 1 branch of size 2. One value for not pressed, and one
/// for pressed.
/// </summary>
/// <param name="action">The action associated with this adaptor to help determine the action space.</param>
/// <returns></returns>
public ActionSpec GetActionSpecForInputAction(InputAction action)
{
return ActionSpec.MakeDiscrete(2);
}
/// TODO again this might need to be more nuanced for things like continuous buttons.
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
{
var val = actionBuffers.DiscreteActions[0];
((ButtonControl)control).WriteValueIntoEvent((float)val, eventPtr);
}
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>>
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers)
{
var discreteActions = actionBuffers.DiscreteActions;
var val = action.ReadValue<float>();
discreteActions[0] = (int)val;
}
}
}
#endif // MLA_INPUT_SYSTEM