示例#1
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 //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;
 }
示例#2
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文件: Speech.cs 项目: HASParty/ggpai
 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;
 }
示例#3
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 public Vocalisation(string id, Participant character, float start, float arousal, float valence)
 {
     ID = id;
     Character = character;
     Start = start;
     End = 1f;
     Arousal = arousal;
     Valence = valence;
 }
示例#4
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 /// <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;
 }
示例#5
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文件: Face.cs 项目: HASParty/ggpai
 /// <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;
 }
示例#6
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文件: Gaze.cs 项目: HASParty/ggpai
 /// <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;
 }
示例#7
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文件: Gesture.cs 项目: HASParty/ggpai
 /// <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;
 }
示例#8
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 //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;
 }
示例#9
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文件: Head.cs 项目: HASParty/ggpai
 /// <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;
 }
示例#10
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文件: Grasp.cs 项目: HASParty/ggpai
 /// <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;
 }
示例#11
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 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());
 }