//constructor public Locomotion(Participant character, GameObject target, Lexemes.Locomotion manner, float start = 0f, float end = 1f) { Character = character; Target = target; Manner = manner; Start = start; End = end; }
public Speech(string id, Participant character, float start, float end, string content, bool speak = true) { ID = id; Character = character; Start = start; End = end; Content = content; Generate = speak; }
public Vocalisation(string id, Participant character, float start, float arousal, float valence) { ID = id; Character = character; Start = start; End = 1f; Arousal = arousal; Valence = valence; }
/// <summary> /// Initializes a new instance of the <see cref="GazeShift"/> class. /// </summary> /// <param name="character">Character to execute the behaviour.</param> /// <param name="target">Target to be gazed at.</param> /// <param name="influence">Body part to be influenced by the headlook controller.</param> /// <param name="start">When the character starts to gaze.</param> /// <param name="ready">When the character is currently gazing.</param> /// <param name="relax">When the character starts looking away.</param> /// <param name="end">When the character is done looking.</param> public GazeShift(string id, Participant character, GameObject target, Lexemes.Influence influence, float start = 0f, float ready = -1f, float relax = -1f, float end = 1f) { Character = character; Target = target; Influence = influence; Start = start; Ready = ready; Relax = relax; End = end; }
/// <summary> /// Initializes a new instance of the <see cref="Face"/> class. /// </summary> /// <param name="character">Character to execute the behaviour.</param> /// <param name="lexeme">Which expression to execute.</param> /// <param name="start">Start of animation from the given moment.</param> /// <param name="attackPeak">Attack peak - peak of animation.</param> /// <param name="relax">Relax - when expression starts ending.</param> /// <param name="end">End - expression ended.</param> public Face(string id, Participant character, Lexemes.Face lexeme, float start, float attackPeak, float relax, float end, float modifier = 0) { ID = id; Character = character; Lexeme = lexeme; Start = start; AttackPeak = attackPeak; Relax = relax; End = end; Modifier = modifier; }
/// <summary> /// Initializes a new instance of the <see cref="VirtualReykjavik.Behaviour.Gaze"/> class. /// </summary> /// <param name="id">Identifier for the behaviour.</param> /// <param name="character">Character to execute the behaviour.</param> /// <param name="target">Target to be gazed at.</param> /// <param name="influence">Body part to be influenced by the headlook controller.</param> /// <param name="start">When the character starts to gaze.</param> /// <param name="ready">When the character is currently gazing.</param> /// <param name="relax">When the character starts looking away.</param> /// <param name="end">When the character is done looking.</param> public Gaze(string id, Participant character, GameObject target, Lexemes.Influence influence, float start = 0f, float ready = -1f, float relax = -1f, float end = 1f, int priority = 1) { ID = id; Character = character; Target = target; Influence = influence; Start = start; Ready = ready; Relax = relax; End = end; Priority = priority; }
/// <summary> /// Initializes a new instance of the <see cref="Gesture"/> class. /// </summary> /// <param name="id">the name of the chunk</param> /// <param name="character">the actor</param> /// <param name="mode">which hand, etc.</param> /// <param name="lexeme">what gesture</param> /// <param name="start">time of the start of the gesture</param> /// <param name="ready">the time when the gesture is ready to stroke</param> /// <param name="strokeStart">when the stroke begins</param> /// <param name="stroke">the beat of the stroke</param> /// <param name="strokeEnd">the end of the stroke</param> /// <param name="relax">when the gesture begins to relax</param> /// <param name="end">the end of the gesture</param> public Gesture(string id, Participant character, Lexemes.Mode mode, Lexemes.Gestures lexeme, float start = 0f, float ready = -1f, float strokeStart = -1f, float stroke = -1f, float strokeEnd = -1f, float relax = -1f, float end = 1f) { ID = id; Character = character; Mode = mode; Lexeme = lexeme; Start = start; StrokeStart = strokeStart; Stroke = stroke; StrokeEnd = strokeEnd; Ready = ready; Relax = relax; End = end; }
//constructor public Pointing(string id, Participant character, GameObject target, Lexemes.Mode mode, Lexemes.Head lexeme, float start = 0f, float ready = -1f, float strokeStart = -1f, float stroke = -1f, float strokeEnd = -1f, float relax = -1f, float end = 1f) { ID = id; Character = character; Target = target; Mode = mode; Start = start; StrokeStart = strokeStart; Stroke = stroke; StrokeEnd = strokeEnd; Ready = ready; Relax = relax; End = end; }
/// <summary> /// Initializes a new instance of the <see cref="Head"/> class. /// </summary> /// <param name="id">name of the chunk</param> /// <param name="character">the actor</param> /// <param name="repetition">whether the action should repeat</param> /// <param name="amount">the degree/intensity of the action</param> /// <param name="lexeme">which action</param> /// <param name="start">the start of the action</param> /// <param name="ready">when the action is ready</param> /// <param name="strokeStart">the start of the stroke</param> /// <param name="stroke">the exact moment of the stroke</param> /// <param name="strokeEnd">the end of the stroke</param> /// <param name="relax">relaxation of the action</param> /// <param name="end">duration of the action</param> public Head(string id, Participant character, int repetition, float amount, Lexemes.Head lexeme, float start = 0f, float ready = -1f, float strokeStart = -1f, float stroke = -1f, float strokeEnd = -1f, float relax = -1f, float end = 1f) { ID = id; Character = character; Repetition = repetition; Amount = amount; Lexeme = lexeme; Start = start; StrokeStart = strokeStart; Stroke = stroke; StrokeEnd = strokeEnd; Ready = ready; Relax = relax; End = end; }
/// <summary> /// Initializes a new instance of the <see cref="Grasp"/> class. /// </summary> /// <param name="id">the name of the chunk</param> /// <param name="character">the actor</param> /// <param name="target">the target object</param> /// <param name="mode">wihich hand</param> /// <param name="callback">a delegate to call on grasping completion</param> /// <param name="start">The start of the movement</param> /// <param name="end">The duration of the movement</param> public Grasp(string id, Participant character, GameObject target, Lexemes.Mode mode, UnityAction<ActorMotion.Arm> callback, float start = 0f, float ready = -1f, float strokeStart = -1f, float stroke = -1f, float strokeEnd = -1f, float relax = -1f, float end = 1f) { ID = id; Character = character; Target = target; Mode = mode; Start = start; StrokeStart = strokeStart; Stroke = stroke; StrokeEnd = strokeEnd; Ready = ready; Relax = relax; End = end; Callback = callback; }
void Start() { pm = GetComponent<PersonalityModule>(); behave = transform.parent.GetComponentInChildren<BehaviourRealiser>(); me = new Participant(); me.identikit = GetComponent<Identikit>(); motion = transform.parent.GetComponentInChildren<ActorMotion>(); mood = GetComponent<Mood>(); Params = new GGPSettings(Config.GGP); InitPersonalityParams(); Debug.Log(pm.GetAgreeableness()); }