IEnumerator talk(Talker p_talker) { while (m_isTalking) { yield return new WaitForSeconds(0.5f); } m_isTalking = true; if (p_talker.lines.Length > 0) { GetComponent<Image>().color = new Color(1, 1, 1, 0.4f); foreach (string line in p_talker.lines) { m_text.text = line; yield return new WaitForSeconds(1.5f); } m_text.text = string.Empty; GetComponent<Image>().color = new Color(1, 1, 1, 0); } m_isTalking = false; yield return null; }
public void CloseSasara() { if (ServiceControl.IsHostStarted) { ServiceControl.CloseHost(); } if (talker != null) { talker = null; } }
public void StartSasara() { if (!ServiceControl.IsHostStarted) { ServiceControl.StartHost(false); } if (talker == null) { talker = new Talker(); } }
/// <summary> /// Announce reason for disconnect. /// </summary> /// <param name="reason"></param> /// <param name="message"></param> private void Network_Disconnected(object sender, DisconnectedEventArgs e) { switch (e.Reason) { case NetworkManager.DisconnectType.ClientInitiated: Talker.Say("You are disconnected."); break; case NetworkManager.DisconnectType.SimShutdown: Talker.Say("The region you were in has been shut down. You are disconnected.", Talk.BeepType.Bad); break; case NetworkManager.DisconnectType.NetworkTimeout: Talker.Say("You have been disconnected by a network timeout.", Talk.BeepType.Bad); break; case NetworkManager.DisconnectType.ServerInitiated: Talker.Say("The server has disconnected you. " + e.Message, Talk.BeepType.Bad); break; } }
/// <summary> /// Handle recognized speech during a Group IM Session. /// </summary> /// <param name="message"></param> /// <returns></returns> internal override bool Hear(string message) { // Let higher level commands have a chance. if (base.Hear(message)) { return(true); } // Command to Close the session? if (message.ToLower() == "disconnect") { METAbolt.METAboltTab tab = TabConsole.Tabs[Title]; tab.Close(); return(true); } // Otherwise put the text into the session. Talker.Say(control.converse.LoginName, message); control.instance.Netcom.SendInstantMessage( message, SessionID, SessionID); return(true); }
public void test_say_hello() { Talker talk = new Talker(); talk.Say("say hello to my little friend"); }
public Line(Talker talker, System.Object content) { this.Talker = talker; this.Content = content; }
void nearby_GotFocus(object sender, EventArgs e) { Talker.SayMore("near bye avatars"); }
internal static string SignalIdToName(char signalId, Talker talkerId) { if (signalId != '0') { var talker = talkerId; if (talker == Talker.GlobalPositioningSystem) { switch (signalId) { case '1': return("L1 C/A"); case '2': return("L1 P(Y)"); case '3': return("L1 M"); case '4': return("L2 P(Y)"); case '5': return("L2C-M"); case '6': return("L2C-L"); case '7': return("L5-I"); case '8': return("L5-Q"); } } else if (talker == Talker.GlonassReceiver) { switch (signalId) { case '1': return("G1 C/A"); case '2': return("G1 P"); case '3': return("G2 C/A"); case '4': return("GLONASS (M) G2 P"); } } else if (talker == Talker.GalileoPositioningSystem) { switch (signalId) { case '1': return("E5a"); case '2': return("E5b"); case '3': return("E5 a+b"); case '4': return("E6-A"); case '5': return("E6-BC"); case '6': return("L1-A"); case '7': return("L1-BC"); } } else if (talker == Talker.BeiDouNavigationSatelliteSystem) { switch (signalId) { case '1': return("B1I"); case '2': return("B1Q"); case '3': return("B1C"); case '4': return("B1A"); case '5': return("B2-a"); case '6': return("B2-b"); case '7': return("B2 a+b"); case '8': return("B3I"); case '9': return("B3Q"); case 'A': return("B3A"); case 'B': return("B2I"); case 'C': return("B2Q"); } } else if (talker == Talker.QuasiZenithSatelliteSystem) { switch (signalId) { case '1': return("L1 C/A"); case '2': return("L1C (D)"); case '3': return("L1C (P)"); case '4': return("LIS"); case '5': return("L2C-M"); case '6': return("L2C-L"); case '7': return("L5-I"); case '8': return("L5-Q"); case '9': return("L6D"); case 'A': return("L6E"); } } else if (talker == Talker.IndianRegionalNavigationSatelliteSystem) { switch (signalId) { case '1': return("L5-SPS"); case '2': return("S-SPS<"); case '3': return("L5-RS"); case '4': return("S-RS"); case '5': return("L1-SPS"); } } } return(string.Empty); }
public void Say(int severityLevel, string speech, int rate = 3) { ensureAnnouncementDelay(); Talker.Say(severityLevel, speech, rate); }
private void OnAlertMessage(object sender, AlertMessageEventArgs e) { Talker.Say(e.Message); }
/// <summary> /// Friends conversation becomes active /// </summary> internal override void Start() { base.Start(); friends.SelectedIndexChanged += new EventHandler(friends_ItemSelectionChanged); Talker.SayMore("Friends"); }
/// <summary> /// Starts listening for player dialog related input. On PC, this means listening for key presses, while on mobile /// it means to just listen for clicks on dialog interface. /// </summary> public void Enable(Talker talker) { currentTalker = talker; enabled = true; }
void tree_AfterExpand(object sender, TreeViewEventArgs e) { Talker.SayMore(DescriptiveName(selected) + " expanded."); }
private void button1_Click(object sender, EventArgs e) { int len = Talker.BlahBlahBlah(textBox1.Text, (int)numericUpDown1.Value); MessageBox.Show("The message length is " + len); }
void tree_AfterCollapse(object sender, TreeViewEventArgs e) { Talker.SayMore(DescriptiveName(selected) + " collapsed."); }
void SayWhere() { Talker.SayMore("Looking at " + DescriptiveName(selected)); }
void Start() { that = thatgo.GetComponent <Talker>(); }
private void linkLabel1_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e) { Talker talker = new Talker(); talker.ShowDialog(); }
internal override void Start() { base.Start(); Talker.SayMore("Do you want to go to " + NiceName(asset.Name)); }
/// <summary> /// Strategy chooses behavior for the moment and sets its parameters. /// Strategy would know goal and performance criteria to be able to estimate how far we are from the goal /// and change behavior if needed. /// /// Strategy is commanded by Interaction, which sets the objectives and chooses what game (strategy) to play. /// </summary> private void Strategy() { bool isNewStrategy = _mapperVicinity.robotState.robotStrategyType != strategyPrev; if (isNewStrategy) { strategyPrev = _mapperVicinity.robotState.robotStrategyType; HeadlightsOff(); lastSafePosture = DateTime.Now; SafePosture(); Talker.Say(10, "New strategy " + strategyPrev); } // as a minimum, a strategy should set a goal and a RobotTacticsType. Then rely on the tactics to avoid obstacles. // More sophisticated behavior will evaluate obstacles, and offer tactics a number of plans. switch (_mapperVicinity.robotState.robotStrategyType) { case RobotStrategyType.None: _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.None; // active Stop if ((DateTime.Now - lastSafePosture).TotalSeconds > 5.0d) { lastSafePosture = DateTime.Now; SafePosture(); } break; case RobotStrategyType.InTransition: _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.InTransition; // do not command the Power Brick; leave it for Strategy. break; case RobotStrategyType.LayInWait: _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.LayInWait; break; case RobotStrategyType.GoalAndBack: // choose robotTacticsType - current tactics: _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.GoStraightToDirection; break; case RobotStrategyType.RouteFollowing: // follow GPS waypoints ("Mission"): StrategyRouteFollowing(); break; case RobotStrategyType.PersonFollowing: if (isNewStrategy) { StrategyPersonFollowingInit(); } // follow a Kinect skeleton or a red shirt: StrategyPersonFollowing(); break; case RobotStrategyType.PersonHunt: // choose robotTacticsType - current tactics: _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.None; break; case RobotStrategyType.RandomScan: #if OBSOLETE_PLANANDAVOID_LOGIC // choose robotTacticsType - current tactics: _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.PlanAndAvoid; #else // OBSOLETE_PLANANDAVOID_LOGIC _mapperVicinity.robotState.robotTacticsType = RobotTacticsType.None; // active Stop #endif // OBSOLETE_PLANANDAVOID_LOGIC break; } // set parameters so that the tactics can perform: }
public void RegisterLine(Talker talker, System.Object line) { _lines.Add(new Line(talker, line)); }
void note_OnNotificationClicked(object sender, EventArgs e, NotificationEventArgs notice) { Button b = sender as Button; Talker.SayMore(b.Text, Talk.BeepType.Good); }
/// <summary> /// Say various notifications that come in the chat /// </summary> /// <param name="sender">Message sender</param> /// <param name="e">Event args</param> void TabConsole_OnChatNotification(object sender, ChatNotificationEventArgs e) { Talker.Say(e.Message); }
internal override void Start() { base.Start(); Talker.SayMore("I.M. from " + Title); }
void Netcom_ClientLoggingIn(object sender, Radegast.Netcom.OverrideEventArgs e) { Talker.SayMore("Logging in. Please wait."); }
void Describe() { Talker.SayMore(asset.Description); }
void Network_SimChanged(object sender, SimChangedEventArgs e) { Talker.Say("You are now in " + control.instance.Client.Network.CurrentSim.Name, Talk.BeepType.Good); }
void cbxInput_GotFocus(object sender, EventArgs e) { Talker.SayMore("chat input"); }
/// <summary> /// Handle Instant Messages /// </summary> /// <param name="im"></param> /// <param name="simulator"></param> void OnInstantMessage(object sender, InstantMessageEventArgs e) { WorkPool.QueueUserWorkItem(sync => { Thread.Sleep(100); // Give tab a chance to show up IMSession sess = null; string groupName; // All sorts of things come in as a instant messages. For actual messages // we need to match them up with an existing Conversation. IM Conversations // are keyed by the name of the group or individual involved. switch (e.IM.Dialog) { case InstantMessageDialog.MessageFromAgent: if (control.instance.Groups.ContainsKey(e.IM.IMSessionID)) { // Message from a group member groupName = control.instance.Groups[e.IM.IMSessionID].Name; sess = (IMSession)control.converse.GetConversation(groupName); if (sess != null) { sess.OnMessage(e.IM.FromAgentID, e.IM.FromAgentName, e.IM.Message); } else { Talker.Say(e.IM.FromAgentName + ", " + e.IM.Message); } } else if (e.IM.BinaryBucket.Length >= 2) { // Ad-hoc friend conference sess = (IMSession)control.converse.GetConversation(Utils.BytesToString(e.IM.BinaryBucket)); if (sess != null) { sess.OnMessage(e.IM.FromAgentID, e.IM.FromAgentName, e.IM.Message); } else { Talker.Say(e.IM.FromAgentName + ", " + e.IM.Message); } } else if (e.IM.FromAgentName == "Second Life") { Talker.Say("Second Life says " + e.IM.Message); } else { // Message from an individual sess = (IMSession)control.converse.GetConversation(e.IM.FromAgentName); if (sess != null) { sess.OnMessage(e.IM.FromAgentID, e.IM.FromAgentName, e.IM.Message); } else { Talker.Say(e.IM.FromAgentName + ", " + e.IM.Message); } } break; case InstantMessageDialog.SessionSend: if (control.instance.Groups.ContainsKey(e.IM.IMSessionID)) { // Message from a group member groupName = control.instance.Groups[e.IM.IMSessionID].Name; sess = (IMSession)control.converse.GetConversation(groupName); } else if (e.IM.BinaryBucket.Length >= 2) // ad hoc friends conference { sess = (IMSession)control.converse.GetConversation(Utils.BytesToString(e.IM.BinaryBucket)); } sess?.OnMessage(e.IM.FromAgentID, e.IM.FromAgentName, e.IM.Message); break; case InstantMessageDialog.FriendshipOffered: Talker.Say(e.IM.FromAgentName + " is offering friendship."); break; default: break; } } ); }
public void Info(Talker talker, dynamic caller, InfoEventArgs info) { }
void Start() { t = GetComponent <Talker>(); }
/// <summary> /// A group IM session is made active. /// </summary> internal override void Start() { base.Start(); Talker.SayMore(Title); }
public void TestMethod1() { Talker talker = new Talker(); talker.Test(); }