Example #1
0
 // Use this for initialization
 void Start()
 {
     gameState  = GameSates.SelfIntroduction;
     speakState = SpeakingStates.AgentSpeakTurn;
     dialogCanvas.GetComponent <Canvas>();
     dialogChoice1           = "DialogChoice_1";
     dialogChoice2           = "DialogChoice_2";
     dialogChoice3           = "DialogChoice_3";
     isDialogScreenActive    = false;
     currentDialogSceneIndex = 0;
     isDialogSceneChanged    = false;
 }
Example #2
0
    IEnumerator PhrasePause(int num)
    {
        yield return(new WaitForSeconds(num));

        if (gameState == GameSates.SelfIntroduction)
        {
            Debug.Log(phrase);
            gameState  = GameSates.Topics_Culinary;
            speakState = SpeakingStates.UserSpeakTurn;
            phrase     = Phrase.Phrase_S1;
        }
    }
Example #3
0
    IEnumerator SwitchSelftroduction(int num)
    {
        speakState = SpeakingStates.UserSpeakTurn;
        yield return(new WaitForSeconds(num));

        HelloWorld.SetActive(false);
        selfIntroduction_2.SetActive(true);
        Debug.Log("selfintro000");
        //StartCoroutine(SwitchSpeechGUI(true, 3));
        speechImage.SetActive(true);
        speechRecognitionCountDown.SetActive(true);
        speechRecognitionResultGUI.SetActive(true);
        speechRecognitionCountDown.GetComponent <CountDown>().StartSpeechRecCountDown();
    }
Example #4
0
    IEnumerator ResultShowTime(int time)
    {
        Debug.Log("showing recognition");
        yield return(new WaitForSeconds(time));

        speakState = SpeakingStates.AgentSpeakTurn;
        if (gameState == GameSates.HelloWorld)
        {
            gameState = GameSates.SelfIntroduction;
        }
        else if (gameState == GameSates.SelfIntroduction)
        {
            if (phrase == Phrase.Phrase_S1)
            {
                phrase = Phrase.Phrase_S2;
            }
        }
        StartCoroutine(SwitchSpeechGUI(false));
    }
Example #5
0
    void Start()
    {
        //feedBack data
        feedBack = new JSONObject(JSONObject.Type.OBJECT);


        Debug.Log(feedBackString);
        ////
        speechRecognitionResultString = speechRecognitionResultGUI.GetComponent <Text>();
        //speechRecognitionResultString.text = "";
        gameState  = GameSates.Idle;
        speakState = SpeakingStates.AgentSpeakTurn;
        phrase     = Phrase.Phrase_S1;
        agentSpeak = FindObjectOfType <Girl_Speaking>();
        //facialExpress =MainCharacter.GetComponent<Facial_Expression>();
        faceController = MainCharacter.GetComponent <MMD4MFaceController>();
        dialogCanvas.GetComponent <Canvas>();
        dialogChoice1           = "DialogChoice_1";
        dialogChoice2           = "DialogChoice_2";
        dialogChoice3           = "DialogChoice_3";
        isDialogScreenActive    = false;
        currentDialogSceneIndex = 0;
        point_sum              = 50f;
        isDialogSceneChanged   = false;
        _StartRecognition      = false;
        _Speaking              = false;
        _isSpeechGUIon         = false;
        _isRecongitionFinished = true;
        _isTooLate             = false;
        _isTurningSpeaker      = true;
        _isGameStarted         = false;
        inputScript            = FindObjectOfType <InputFieldScript>();
        userLineID             = inputScript.ReturnID();
        Debug.Log(userLineID);
        ////Websocket
        ws_         = new WebSocket("ws://localhost:3000"); //speech recon
        ws_.OnOpen += (sender, e) =>
        {
            Debug.Log("WebSocket Open");
        };

        ws_.OnMessage += (sender, e) => {
            //speechRecognitionResultString.text = e.Data;
            if (e.Data == "<too_late>")
            {
                Debug.Log("too late");
                InvertIsTooLate(_isTooLate);
            }
            else
            {
                currentRecognitionResult = e.Data;
                Debug.Log("message");
                //Debug.Log(sender + speechRecognitionResultString.text);
                Debug.Log(sender + currentRecognitionResult);
                InvertBool(_isRecongitionFinished);
            }
        };
        ws_.OnClose += (sender, e) =>
        {
            Debug.Log("connect close");
            // ws_.Connect();
        };

        ws_.Connect();
    }