public void HandleEmotion(WatsonServiceConnection.WatsonToneID watsonToneId, double score) { Debug.Log("EmotionHandler "); // display the highest scoring value if (score > maxEmotionScore) { if (maxEmotionTextUI != null) { maxEmotionTextUI.text = WatsonServiceConnection.nameForWatsonToneID(watsonToneId); } maxEmotionScore = (float)score; } // lookup the corresponding GameObject and apply action to it if (dictionary.ContainsKey(watsonToneId)) { Text go = dictionary[watsonToneId]; if (go != null) { // Action to be applied go.text = score.ToString(); } } }
public void HandleEmotion(WatsonServiceConnection.WatsonToneID watsonToneId, double score) { Debug.Log("EmotionHandler "); // display the highest scoring value if (score > maxEmotionScore) { if (maxEmotionTextUI != null) { maxEmotionTextUI.text = WatsonServiceConnection.nameForWatsonToneID(watsonToneId); } maxEmotionScore = (float)score; } // lookup the corresponding GameObject and apply action to it if (dictionary.ContainsKey(watsonToneId)) { GameObject go = dictionary[watsonToneId]; if (go != null) { // Action to be applied // if different for different WatsonToneID, use a switch or dictionary // simple case is to toggle on/off based on emotion_threshold if (score > emotion_threshold) { go.SetActive(true); } else { go.SetActive(false); } } } }