Esempio n. 1
0
 // Invoke LUIS Unity Event with <GameObject, LUISEntity>
 private void PerformAction(LUISAction action, GameObject target, LUISEntity entity)
 {
     if (action.Response != null)
     {
         action.Response.Invoke(target, entity);
     }
 }
Esempio n. 2
0
        private void OnLUISQueryResult(LUISResult result, GameObject gazedObject)
        {
            if (targets == null || actions == null)
            {
                Debug.LogWarning("Add some Unity game object targets and actions");
                return;
            }

            LUISAction action = null;

            foreach (LUISAction possibleAction in actions)
            {
                if (possibleAction.topScoringIntent.Equals(result.topScoringIntent.intent, ignoreCase))
                {
                    action = possibleAction;
                    break;
                }
            }

            if (action == null)
            {
                Debug.LogWarning("No Unity action matches LUIS intent:" + result.topScoringIntent.intent);
                return;
            }

            // Find target's entity name
            LUISEntity targetEntity = GetEntityFromLUISResult(result, entityTargetType);

            if (targetEntity == null)
            {
                Debug.LogWarning("Couldn't find any targets for entity type: " + entityTargetType);
                return;
            }

            // Get action entity property
            LUISEntity entityProperty = GetEntityFromLUISResult(result, action.entityType);

            if (entityProperty == null)
            {
                Debug.LogWarning("No result matches for the action entity type: " + action.entityType);
                return;
            }

            // Only target "this" gameobject
            if (thisTargetSynonyms.Any(s => string.Equals(s, targetEntity.entity, ignoreCase)))
            {
                if (gazedObject == null)
                {
                    Debug.Log("No gazed object detected for target entity: " + targetEntity.entity);
                    return;
                }
                if (GlobalScope)
                {
                    PerformAction(action, gazedObject, entityProperty);
                    return;
                }
                // Check if the gazed object is registered target for LUIS
                bool isThisALUISTarget = false;
                foreach (LUISTarget possibleTarget in targets)
                {
                    if (gazedObject == possibleTarget.target)
                    {
                        isThisALUISTarget = true;
                        Debug.Log("This gazed object is a LUIS target: " + gazedObject.name + " entity:" + entityProperty.entity);
                        PerformAction(action, possibleTarget.target, entityProperty);
                        break;
                    }
                }
                if (!isThisALUISTarget)
                {
                    Debug.LogWarning("This gazed gameObject is not a LUIS target: " + gazedObject.name + " entity:" + entityProperty.entity + "\nTip: Enable GlobalScope to allow LUIS actions to target any gazed GameObject.");
                }
                return;
            }

            // Target the named gameobject (could be modified to invoke action in multiple matched targets)
            foreach (LUISTarget possibleTarget in targets)
            {
                if (String.Equals(possibleTarget.entityName, targetEntity.entity, ignoreCase) || (targetEntity.resolution != null && targetEntity.resolution.values.Any(s => string.Equals(s, possibleTarget.entityName, ignoreCase))))
                {
                    PerformAction(action, possibleTarget.target, entityProperty);
                    break;
                }
                else
                {
                    Debug.Log("Skipped entity name: " + possibleTarget.entityName + " LUIS entity: " + targetEntity.entity);
                }
            }
        }