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(); }
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); }
//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(); } }