// Update is called once per frame void Update() { if (apiAiUnity != null) { apiAiUnity.Update(); } }
void Update() { if (apiaiClient != null) { apiaiClient.Update(); } }
void Update() { if (apiAiUnity != null) { apiAiUnity.Update(); } // dispatch stuff on main thread while (ExecuteOnMainThread.Count > 0) { ExecuteOnMainThread.Dequeue().Invoke(); } }
void Update() { if (apiAiUnity != null) { apiAiUnity.Update(); } while (ExecuteOnMainThread.Count > 0) { ExecuteOnMainThread.Dequeue().Invoke(); } }
void Update() { if (apiAiUnity != null) { apiAiUnity.Update(); } // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer. grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground")); // If the jump button is pressed and the player is grounded then the player should jump. //if(Input.GetButtonDown("Jump") && grounded) if (speechInput == true && grounded) { jump = true; } }
// Update is called once per frame void Update() { timer += Time.deltaTime; if (apiAiUnity != null) { apiAiUnity.Update(); } // dispatch stuff on main thread while (ExecuteOnMainThread.Count > 0) { ExecuteOnMainThread.Dequeue().Invoke(); } staminaBar.value -= 0.009f * Time.deltaTime; }
// Update is called once per frame void Update() { if (apiAiUnity != null) { apiAiUnity.Update(); } if (Input.GetKeyUp(KeyCode.Space)) { recordingMode = !recordingMode; if (recordingMode) { Debug.Log("START RECORDING "); RecordingText.SetActive(true); StartListening(); } else { Debug.Log("STOP RECORDING "); RecordingText.SetActive(false); StopListening(); } } }