// 発言の分類が完了したときに呼ばれる public void onCompleteClassification( string utterance, // 発言文字列 string commandName, // 発言が何らかの指令だったとき,指令のおおまかな分類 Dictionary <string, SentenceUnderstanding.SlotValue> slots // 指令のパラメータ ) { if (commandName == "天気") // 天気を教えてという指令だったとき { if (slots["searchArea"].slotValue != "none" || slots["hereArround"].slotValue != "none") { synth.speak("ごめんなさい、特定の場所の天気はわからないんです。"); int act = 1; if (act == 1) { this.animator.SetBool("noweather", true); //lose00を動かす act = 0; } if (act != 1) { this.animator.SetBool("noweather", false); } } else { day = 0; string date = slots["date"].slotValue; if (date == "今日") { day = 1; } else if (date == "明日") { day = 2; } else if (date == "明後日") { day = 3; } context.Call("startSearchWeather", day); } } else if (followPattern.Contains(utterance)) { followingScript.follow(); } else if (askTimePattern.Contains(utterance)) { synth.speak(context.Call <string>("getNowTime")); //what time int act = 1; if (act == 1) { this.animator.SetBool("nowtime", true); act = 0; } if (act != 1) { this.animator.SetBool("nowtime", false); } } else if (askDatePattern.Contains(utterance)) { synth.speak(context.Call <string>("getNowDate")); //what day int act = 1; if (act == 1) { this.animator.SetBool("nowdate", true); act = 0; } if (act != 1) { this.animator.SetBool("nowdate", false); } } else { dc.Talk(utterance, onReply); } }