using System; using System.IO; using MLAgents.CommunicatorObjects; using UnityEditor; using UnityEngine; using UnityEditor.Experimental.AssetImporters; namespace MLAgents { /// /// Asset Importer used to parse demonstration files. /// [ScriptedImporter(1, new[] {"demo"})] public class DemonstrationImporter : ScriptedImporter { private const string IconPath = "Assets/ML-Agents/Resources/DemoIcon.png"; public override void OnImportAsset(AssetImportContext ctx) { var inputType = Path.GetExtension(ctx.assetPath); if (inputType == null) { throw new Exception("Demonstration import error."); } try { // Read first two proto objects containing metadata and brain parameters. Stream reader = File.OpenRead(ctx.assetPath); var metaDataProto = DemonstrationMetaProto.Parser.ParseDelimitedFrom(reader); var metaData = new DemonstrationMetaData(metaDataProto); reader.Seek(DemonstrationStore.MetaDataBytes + 1, 0); var brainParamsProto = BrainParametersProto.Parser.ParseDelimitedFrom(reader); var brainParameters = new BrainParameters(brainParamsProto); reader.Close(); var demonstration = ScriptableObject.CreateInstance(); demonstration.Initialize(brainParameters, metaData); userData = demonstration.ToString(); Texture2D texture = (Texture2D) AssetDatabase.LoadAssetAtPath(IconPath, typeof(Texture2D)); #if UNITY_2017_3_OR_NEWER ctx.AddObjectToAsset(ctx.assetPath, demonstration, texture); ctx.SetMainObject(demonstration); #else ctx.SetMainAsset(ctx.assetPath, model); #endif } catch { return; } } } }