void onActivityResult(string recognizedText) { AudioManager am = GameObject.FindObjectOfType <AudioManager>(); am.audioStop(); char[] delimiterChars = { '~' }; string[] result = recognizedText.Split(delimiterChars); string temp = result[0].ToLower(); //You can get the number of results with result.Length //And access a particular result with result[i] where i is an int //I have just assigned the best result to UI text int key = 0; for (int i = 0; i < m_keywords.Length; i++) { if (temp.Contains(m_keywords[i])) { key = i; //GameObject.Find("Text").GetComponent<Text>().text = temp; //GameObject.Find("Buttons").GetComponent<ShowProgressBarDots>().message = temp; //Added GameObject.Find("Buttons").SendMessage("ReceiveMessage", temp); am.audioPlay(key); print("temp " + temp); break; } } m_ObjectManager.HandleAction(key); }
public void enableOnClickedFlg(int buttonId) { for (int i = 0; i < onClickedFlg.Length; i++) { onClickedFlg[i] = false; } onClickedFlg[buttonId] = true; //enable only onclicked bar int animationId = CheckClickedBar() - 1; if (animationId == -1) { animationTrigger.HandleAction(0); } else { animationTrigger.HandleAction(animationId); //first one button is dummy (because we removed "genes") } }