Beispiel #1
0
    Dictionary <string, System.Action> keywords;// = new Dictionary<string, System.Action>();
    // Use this for initialization
    void Start()
    {
        keywords = new Dictionary <string, System.Action>();

        //ac = gameObject.GetComponent<aircraft>();
        pilot   = new pilot_speech();
        control = new flight_control();

        //get call signs to add in front of phraseology
        db = new database();
        // DO not call again db.Build_Lexicon();
        phonetic_ac_callsigns = db.get_phonetic_call_signs();
        parser = new parse();  //used for parsing recognized phrases
        parser.create_alt_dictionary();

        lexicon = db.get_lexicon();
        Build_Phrases(lexicon);

        total = n + o + p + q;
        string total2 = n + o + p2 + q;

        //keywords.Add(total, () => { TrafficCalled(); });
        //keywords.Add("bigfoot two five descend and maintain five thousand turn right heading two seven zero vector to i l s runway two one right", () => { test_phrase(); });
        //keywords.Add(total2, () => { test_phrase(); });
        keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray());
        keywordRecognizer.OnPhraseRecognized += KeywordRecognizerOnPhraseRecognized;
        keywordRecognizer.Start();
    }
Beispiel #2
0
    void OnWizardCreate()
    {
        GameObject lsys = new GameObject("L-System");

        lsys.transform.position = new Vector3(0.0f, 0.0f, 0.0f);

        parse parse  = (parse)lsys.AddComponent(typeof(parse));
        main  render = (main)lsys.AddComponent(typeof(main));

        if (guiOn)
        {
            Gui gui = (Gui)lsys.AddComponent(typeof(Gui));
        }

        parse.initialize(variables, constants, start, rules, iteration, angle);
    }
Beispiel #3
0
    //create the functions and their position to the gui box for the output of the rules
    void GenerateNewSystem(int windowID)
    {
        GUI.Label(new Rect(10, 4, 64, 32), "Variables :");
        varsText = GUI.TextField(new Rect(104, 4, 200, 32), varsText);

        // GUI.Label(new Rect(10,50,64,32),"Constants:");
        //constsText=GUI.TextField(new Rect(104,50,200,32),constsText);

        GUI.Label(new Rect(10, 50, 64, 32), "Start :");
        startText = GUI.TextField(new Rect(64, 50, 240, 32), startText);

        GUI.Label(new Rect(10, 90, 64, 32), "Rules :");
        ruleText = GUI.TextField(new Rect(64, 90, 240, 32), ruleText);

        GUI.Label(new Rect(10, 130, 64, 32), "Iterations :");
        iterText = GUI.TextField(new Rect(104, 130, 200, 32), iterText);

        GUI.Label(new Rect(10, 170, 64, 32), "Angle :");
        anglText = GUI.TextField(new Rect(104, 170, 200, 32), anglText);

        //insert the rule to show
        GUI.Label(new Rect(10, 210, 64, 32), "get rule :");
        rule_num = GUI.TextField(new Rect(104, 210, 200, 32), rule_num);

        //generate the rule inserted
        if (GUI.Button(new Rect(10, 280, 128, 32), "Generate"))
        {
            //change from rule to rule through the gui window

            if (rule_num[0] - 48 != 0 || rule_num != null)
            {
                switch (rule_num[0] - 48)
                {
                case 1:
                    varsText  = vars_Text1;
                    startText = start_Text1;
                    ruleText  = rule_Text1;
                    anglText  = angl_Text1;
                    iterText  = iter_Text1;
                    break;

                case 2:
                    varsText  = vars_Text2;
                    startText = start_Text2;
                    ruleText  = rule_Text2;
                    anglText  = angl_Text2;
                    iterText  = iter_Text2;
                    break;

                case 3:
                    varsText  = vars_Text3;
                    startText = start_Text3;
                    ruleText  = rule_Text3;
                    anglText  = angl_Text3;
                    iterText  = iter_Text3;
                    break;

                case 4:
                    varsText  = vars_Text4;
                    startText = start_Text4;
                    ruleText  = rule_Text4;
                    anglText  = angl_Text4;
                    iterText  = iter_Text4;
                    break;

                case 5:
                    varsText  = vars_Text5;
                    startText = start_Text5;
                    ruleText  = rule_Text5;
                    anglText  = angl_Text5;
                    iterText  = iter_Text5;
                    break;

                case 6:
                    varsText  = vars_Text6;
                    startText = start_Text6;
                    ruleText  = rule_Text6;
                    anglText  = angl_Text6;
                    iterText  = iter_Text6;
                    break;

                case 7:
                    varsText  = vars_Text7;
                    startText = start_Text7;
                    ruleText  = rule_Text7;
                    anglText  = angl_Text7;
                    iterText  = iter_Text7;
                    break;

                case 8:
                    varsText  = vars_Text8;
                    startText = start_Text8;
                    ruleText  = rule_Text8;
                    anglText  = angl_Text8;
                    iterText  = iter_Text8;
                    break;

                default:
                    varsText  = vars_Text1;
                    startText = start_Text1;
                    ruleText  = rule_Text1;
                    anglText  = angl_Text1;
                    iterText  = iter_Text1;
                    break;
                }
            }
            main paint = (main)this.GetComponent("main");
            paint.reset();
            parse parse = (parse)this.GetComponent("parse");
            parse.initialize(varsText, constsText, startText, ruleText, int.Parse(iterText), float.Parse(anglText));
            parse.reset();
        }
    }