void UpdateTextFieldAndPredictionsButtons(string data) { data = data.Trim('\r', '\n'); string[] data1 = data.Split('#'); if (data1.Length > 0) { switch (data1[0]) { case "restart": Debug.Log("sentence re-entry"); UnityMainThreadDispatcher.Instance().Enqueue(() => entryProcessing.RestartInput()); return; case "regenerate": Debug.Log("sentence re-generation"); UnityMainThreadDispatcher.Instance().Enqueue(() => entryProcessing.RegenerateSentences()); return; case "switchA": Debug.Log("switch A"); UnityMainThreadDispatcher.Instance().Enqueue(() => switchABCD.switchA()); return; case "switchB": Debug.Log("switch B"); UnityMainThreadDispatcher.Instance().Enqueue(() => switchABCD.switchB()); return; case "switchC": Debug.Log("switch C"); UnityMainThreadDispatcher.Instance().Enqueue(() => switchABCD.switchC()); return; case "switchD": Debug.Log("switch D"); UnityMainThreadDispatcher.Instance().Enqueue(() => switchABCD.switchD()); return; case "switchTrain": Debug.Log("switch Train"); UnityMainThreadDispatcher.Instance().Enqueue(() => { if (SceneManagment.isMain) { switchABCD.switchMain(); } else { switchABCD.switchTrain(); } }); return; case "overlay": UnityMainThreadDispatcher.Instance().Enqueue(() => FindObjectOfType <Overlay>().hideOverlayFlag = !FindObjectOfType <Overlay>().hideOverlayFlag ); return; case "TorsoReferencing": UnityMainThreadDispatcher.Instance().Enqueue(() => FindObjectOfType <TorsoReferencedContent>().SwitchEnabled()); return; case "RestartEye": UnityMainThreadDispatcher.Instance().Enqueue(() => { SRanipal_Eye_Framework.Instance.StopFramework(); SRanipal_Eye_Framework.Instance.EnableEye = true; SRanipal_Eye_Framework.Instance.StartFramework(); } ); return; case "StopEye": UnityMainThreadDispatcher.Instance().Enqueue(() => { SRanipal_Eye_Framework.Instance.StopFramework(); SRanipal_Eye_Framework.Instance.EnableEye = false; } ); return; default: break; } } string clientMessage = data1.Aggregate("", (max, cur) => max.Length > cur.Length ? max : cur); text = clientMessage.Trim('\r', '\n'); #if UNITY_EDITOR server.responseDelay.Stop(); Debug.Log($"RESPONSE DELAY: {server.responseDelay.ElapsedMilliseconds.ToString()}"); #endif ShouldUpdate = true; }