示例#1
0
    public override void SetInspector(GameObject inspector, GameObject singleInput, GameObject singleSelect)
    {
        Inspector inspector1 = inspector.GetComponent<Inspector>();
        inspector.transform.Find("Quad/NodeName").GetComponent<TextMesh>().text = "Max Pooling Layer";

        var poolShapeObj = Instantiate(singleInput);
        inspector1.Add(poolShapeObj.transform);
        poolShapeObj.GetComponent<ParamTypein>().SetValue("Pool Shape", poolShape.ToString());

        var strideObj = Instantiate(singleInput);
        inspector1.Add(strideObj.transform);
        strideObj.GetComponent<ParamTypein>().SetValue("Stride", stride.ToString());

        var padObj = Instantiate(singleSelect);
        inspector1.Add(padObj.transform);
        padObj.GetComponent<ParamSelect>().SetType(typeof(MyBoolean), "Pad", (int)pad);

        var lowerPadObj = Instantiate(singleInput);
        inspector1.Add(lowerPadObj.transform);
        lowerPadObj.GetComponent<ParamTypein>().SetValue("Lower Pad", lowerPad.ToString());

        var upperPadObj = Instantiate(singleInput);
        inspector1.Add(upperPadObj.transform);
        upperPadObj.GetComponent<ParamTypein>().SetValue("Upper Pad", upperPadObj.ToString());

        inspector1.OnSave = () =>
        {
            poolShape = Convert.ToUInt32(poolShapeObj.GetComponent<ParamTypein>().GetValue());
            stride = Convert.ToUInt32(strideObj.GetComponent<ParamTypein>().GetValue());
            pad = (MyBoolean)padObj.GetComponent<ParamSelect>().GetValue();
            lowerPad = Convert.ToUInt32(lowerPadObj.GetComponent<ParamTypein>().GetValue());
            upperPad = Convert.ToUInt32(upperPadObj.GetComponent<ParamTypein>().GetValue());
        };
    }
示例#2
0
    public override void SetInspector(GameObject inspector, GameObject singleInput, GameObject singleSelect)
    {
        Inspector inspector1 = inspector.GetComponent <Inspector>();

        inspector.transform.Find("Quad/NodeName").GetComponent <TextMesh>().text = "Linear Layer";

        var initObj = Instantiate(singleSelect);

        inspector1.Add(initObj.transform);
        initObj.GetComponent <ParamSelect>().SetType(typeof(RandomInitialization), "init", (int)init);

        var outDimObj = Instantiate(singleInput);

        inspector1.Add(outDimObj.transform);
        outDimObj.GetComponent <ParamTypein>().SetValue("outDim", outDim.ToString());

        var initValueScaleObj = Instantiate(singleInput);

        inspector1.Add(initValueScaleObj.transform);
        initValueScaleObj.GetComponent <ParamTypein>().SetValue("initValueScale", initValueScale.ToString());

        var biasObj = Instantiate(singleSelect);

        inspector1.Add(biasObj.transform);
        biasObj.GetComponent <ParamSelect>().SetType(typeof(MyBoolean), "Bias", (int)bias);

        inspector1.OnSave = () =>
        {
            Debug.Log(GetHashCode());
            init           = (RandomInitialization)initObj.GetComponent <ParamSelect>().GetValue();
            outDim         = System.Convert.ToUInt32(outDimObj.GetComponent <ParamTypein>().GetValue());
            initValueScale = System.Convert.ToSingle(initValueScaleObj.GetComponent <ParamTypein>().GetValue());
            bias           = (MyBoolean)biasObj.GetComponent <ParamSelect>().GetValue();
        };
    }
    public override void SetInspector(GameObject inspector, GameObject signleLineInput, GameObject signleLineSelect)
    {
        Inspector inspector1 = inspector.GetComponent <Inspector>();

        inspector.transform.Find("Quad/NodeName").GetComponent <TextMesh>().text = "Convolutional Node";

        var activationObj = Instantiate(signleLineSelect);

        inspector1.Add(activationObj.transform);
        activationObj.GetComponent <ParamSelect>().SetType(typeof(ActivationFunction), "Activation Function", (int)activation);

        var initObj = Instantiate(signleLineSelect);

        inspector1.Add(initObj.transform);
        initObj.GetComponent <ParamSelect>().SetType(typeof(RandomInitialization), "Init", (int)init);

        inspector1.OnSave = () =>
        {
            Debug.Log(GetHashCode());
            activation = (ActivationFunction)activationObj.GetComponent <ParamSelect>().GetValue();
            init       = (RandomInitialization)initObj.GetComponent <ParamSelect>().GetValue();
        };
    }
示例#4
0
    public override void SetInspector(GameObject inspector, GameObject signleLineInput, GameObject signleLineSelect)
    {
        Inspector inspector1 = inspector.GetComponent <Inspector>();

        inspector.transform.Find("Quad/NodeName").GetComponent <TextMesh>().text = "Criterion Node";

        var lossFunctionObj = Instantiate(signleLineSelect);

        inspector1.Add(lossFunctionObj.transform);
        lossFunctionObj.GetComponent <ParamSelect>().SetType(typeof(LossFunction), "Loss Function", (int)lossFunction);

        inspector1.OnSave = () =>
        {
            lossFunction = (LossFunction)lossFunctionObj.GetComponent <ParamSelect>().GetValue();
        };
    }
示例#5
0
    public override void SetInspector(GameObject inspector, GameObject signleLineInput, GameObject signleLineSelect)
    {
        Inspector inspector1 = inspector.GetComponent <Inspector>();

        inspector.transform.Find("Quad/NodeName").GetComponent <TextMesh>().text = "Evaluation Node";

        var errObj = Instantiate(signleLineSelect);

        inspector1.Add(errObj.transform);
        errObj.GetComponent <ParamSelect>().SetType(typeof(Algorithm), "err", (int)err);

        inspector1.OnSave = () =>
        {
            Debug.Log(GetHashCode());
            err = (Algorithm)errObj.GetComponent <ParamSelect>().GetValue();
        };
    }