public string doSomething(O_NLP.RootObject _o_NLP) { string sentence = ""; // Bind to the wit.ai NLP response class o_NLP = _o_NLP; conf = (o_NLP.outcomes[0].confidence * 100); direction = o_NLP.outcomes [0].entities.direction [0].value; value = o_NLP.outcomes [0].entities.distance[0].value; unit = o_NLP.outcomes [0].entities.distance[0].unit; if (!direction.Equals("stop")) { PlayerMover.startMovement(direction, value, unit); } else { PlayerMover.stopMovement(); } sentence += "sentence: " + o_NLP.outcomes[0]._text + "\n"; sentence += "intent: move\n"; sentence += "direction: " + direction + "\n"; sentence += "value: " + value + "\n"; sentence += "unit: " + unit + "\n"; sentence += "confidence: " + conf + "\n"; return(sentence); }
public string doSomething(O_NLP.RootObject _o_NLP) { // Bind to the wit.ai NLP response class o_NLP = _o_NLP; conf = (o_NLP.outcomes[0].confidence * 100); direction = o_NLP.outcomes [0].entities.direction [0].value; value = o_NLP.outcomes [0].entities.distance[0].value; unit = o_NLP.outcomes [0].entities.distance[0].unit; if (!direction.Equals("stop")) { PlayerMover.startMovement(direction, value, unit); } else { PlayerMover.stopMovement(); } string sentence = ""; sentence += "Hello! I'm " + conf.ToString() + "% sure you set up lights."; return(sentence); }
public string doSomething(O_NLP.RootObject _o_NLP) { // Bind to the wit.ai NLP response class o_NLP = _o_NLP; conf = (o_NLP.outcomes[0].confidence * 100); state = o_NLP.outcomes[0].entities.on_off[0].value; if (state.Equals("on")) { LightsActuator.setActive(true); } else { LightsActuator.setActive(false); } string sentence = ""; sentence += "sentence: " + o_NLP.outcomes [0]._text + "\n"; sentence += "intent: lights\n"; sentence += "state: " + state + "\n"; sentence += "confidence: " + conf + "\n"; return(sentence); }
private string ElaborateResponse(string nlp_text) { string sentence = ""; //log += "\n" + nlp_text; // If the audio file doesn't contain anything, or wit.ai doesn't understand it, a code 400 will be returned if (nlp_text.Contains("The remote server returned an error: (400) Bad Request")) { throw new Exception("The remote server returned an error: (400) Bad Request"); //return "Sorry, didn't get that. Could you please repeat yourself?"; } oNLP = Post_NLP_Processing.ParseData(nlp_text); // This codeblock dynamically casts the intent to the corresponding class // Check README.txt in Vitals.Brain try{ Assembly objAssembly; objAssembly = Assembly.GetExecutingAssembly(); Type classType = objAssembly.GetType("UnityHttpReq." + oNLP.outcomes[0].intent); if (classType == null) log += "Error: can't recognize the intent"; object obj = Activator.CreateInstance(classType); MethodInfo mi = classType.GetMethod("doSomething"); object[] parameters = new object[1]; parameters[0] = oNLP; mi = classType.GetMethod("doSomething"); sentence = (string)mi.Invoke(obj, parameters); } catch (IndexOutOfRangeException e){ UnityEngine.Debug.Log("Index out of range"); } catch(NullReferenceException n) { UnityEngine.Debug.Log("null ref"); } // Show what was deducted from the sentence //nlp_text += "\n\n"+sentence; log += sentence; return sentence; }
public string doSomething(O_NLP.RootObject _o_NLP) { // Bind to the wit.ai NLP response class o_NLP = _o_NLP; conf = (o_NLP.outcomes[0].confidence * 100); state = o_NLP.outcomes[0].entities.on_off[0].value; if (state.Equals("on")) { LightsActuator.setActive(true); } else { LightsActuator.setActive(false); } string sentence = ""; sentence += "Hello! I'm " + conf.ToString() + "% sure you set up lights."; return(sentence); }