public void ResumeRecognizer() { if (recognizerPaused) { return; } var message = new ServerActionMessage(); message.Resume = true; client.SendMessage(message); }
private void OnRecivedMessageHandler(ServerActionMessage message) { Console.WriteLine($"Message fom client. Pause: {message.Pause} Resume: {message.Resume}"); if (message.Resume) { _speechManager.Resume(); } if (message.Pause) { _speechManager.Pause(); } }
// Update is called once per frame void Update() { if (currentAgentStatus != null && currentAgentStatus.isSpeaking == true) { return; } if (currentAgentStatus.recognizerPaused) { var message = new ServerActionMessage(); message.Resume = true; client.SendMessage(message); currentAgentStatus.recognizerPaused = false; } if (queue.Count == 0) { return; } var nextItem = queue.Dequeue(); if (nextItem == null) { return; } if (string.IsNullOrWhiteSpace(nextItem.Audio)) { _GenerateSpeech(nextItem.Description); } else { _Speech(nextItem.Audio); } if (string.IsNullOrWhiteSpace(nextItem.Animation)) { _GenerateAnimation(nextItem.Description); } else { _Animation(nextItem.Animation); } currentAgentStatus.recognizerPaused = nextItem.Wait; }
static void Main(string[] args) { InitializeVoice(); var client = new SocketClient <ServerActionMessage, UnityActionMessage>(); client.Connect(4224); client.OnRecivedMessage += OnRecivedMessageHandler; Task task = new Task(client.ReceiveDataFromServer); task.Start(); while (true) { Console.Write("Message to server: "); var data = new ServerActionMessage(); data.MessageType = MessageTypeEnum.Success; data.Message = Console.ReadLine(); if (data.Message.Equals("resume")) { data.Resume = true; } client.SendMessage(data); } }
private static void OnRecivedMessageHandler(ServerActionMessage message) { Console.WriteLine("Manejo del mensaje por parte de la aplicación servidor: " + message); }