示例#1
0
        /// <summary>
        /// Reinitialize the editor proxy when enabled and not compiling
        /// </summary>
        private void Update()
        {
            bool enabled = EditorProxySpeechDetectionPlugin.IsEnabled();

            if (!enabled ||
                EditorApplication.isCompiling)
            {
                _mInitialized = false;
                return;
            }

            EditorProxySpeechDetectionPlugin plugin = EditorProxySpeechDetectionPlugin.GetInstance();

            if (null != plugin)
            {
                if (!_mInitialized)
                {
                    if (!plugin.IsAvailable())
                    {
                        return;
                    }

                    //Debug.LogFormat("Update: Plugin is available");

                    // Reset the detection list
                    _mWords.Clear();
                    _mWords.Add("Say something...");

                    plugin.GetLanguages((languageResult) =>
                    {
                        _mLanguageResult = languageResult;

                        // populate the language options
                        SpeechDetectionUtils.PopulateLanguages(out _mLanguages, out _mLanguage, languageResult);

                        // Restore the default language
                        SpeechDetectionUtils.RestoreLanguage(_mLanguages, out _mLanguage);

                        // Handle setting the default language
                        SpeechDetectionUtils.PausePlayerPrefs(true);
                        SpeechDetectionUtils.HandleLanguageChanged(_mLanguages,
                                                                   _mLanguage,
                                                                   out _mDialects,
                                                                   ref _mDialect,
                                                                   _mLanguageResult,
                                                                   plugin);
                        SpeechDetectionUtils.PausePlayerPrefs(false);

                        // Restore the default dialect
                        SpeechDetectionUtils.RestoreDialect(_mDialects, out _mDialect);

                        // Update UI
                        Repaint();
                    });

                    // subscribe to events
                    plugin.AddListenerOnDetectionResult(HandleDetectionResult);

                    // get on language changed events
                    plugin.AddListenerOnLanguageChanged(HandleOnLanguageChanged);

                    //Debug.Log("Update: HandleDetectionResult subscribed");

                    _mInitialized = true;

                    Repaint();
                }
            }

            // run pending UI actions
            while (_mPendingActions.Count > 0)
            {
                Action action = _mPendingActions[0];
                _mPendingActions.RemoveAt(0);
                action.Invoke();
            }
        }
        /// <summary>
        /// Reinitialize the editor proxy when enabled and not compiling
        /// </summary>
        private void Update()
        {
            bool enabled = EditorProxySpeechDetectionPlugin.IsEnabled();

            if (!enabled ||
                EditorApplication.isCompiling)
            {
                _mInitialized = false;
                return;
            }

            // handle init
            EditorProxySpeechDetectionPlugin plugin = EditorProxySpeechDetectionPlugin.GetInstance();

            if (null != plugin)
            {
                if (!_mInitialized)
                {
                    if (!plugin.IsAvailable())
                    {
                        return;
                    }

                    //Debug.LogFormat("Update: Plugin is available");

                    plugin.GetLanguages((languageResult) =>
                    {
                        _mLanguageResult = languageResult;

                        // populate the language options
                        SpeechDetectionUtils.PopulateLanguages(out _mLanguages, out _mLanguage, languageResult);

                        // Restore the default language
                        SpeechDetectionUtils.RestoreLanguage(_mLanguages, out _mLanguage);

                        // Handle setting the default language
                        SpeechDetectionUtils.PausePlayerPrefs(true);
                        SpeechDetectionUtils.HandleLanguageChanged(_mLanguages,
                                                                   _mLanguage,
                                                                   out _mDialects,
                                                                   ref _mDialect,
                                                                   _mLanguageResult,
                                                                   plugin);
                        SpeechDetectionUtils.PausePlayerPrefs(false);

                        // Restore the default dialect
                        SpeechDetectionUtils.RestoreDialect(_mDialects, out _mDialect);

                        // Update UI
                        Repaint();
                    });

                    // subscribe to events
                    plugin.AddListenerOnDetectionResult(HandleDetectionResult);

                    // get on language changed events
                    plugin.AddListenerOnLanguageChanged(HandleOnLanguageChanged);

                    //Debug.Log("Update: HandleDetectionResult subscribed");

                    _mInitialized = true;

                    Repaint();
                }
            }

            // Check timers to deactivate button after delay
            bool doRepaint = false;

            foreach (KeyValuePair <string, MethodInfo> kvp in _mEditorCommands)
            {
                DateTime timer = _mTimers[kvp.Key];
                if (timer != DateTime.MinValue &&
                    timer < DateTime.Now)
                {
                    _mTimers[kvp.Key] = DateTime.MinValue;
                    doRepaint         = true;
                }
            }

            if (doRepaint)
            {
                Repaint();
            }

            // run pending UI actions
            while (_mPendingActions.Count > 0)
            {
                Action action = _mPendingActions[0];
                _mPendingActions.RemoveAt(0);
                action.Invoke();
            }
        }