VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.voice/Samples~/Composer/Scripts/ComposerActivationButton.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

93 lines
2.9 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEngine.UI;
namespace Meta.WitAi.Composer.Samples
{
public class ComposerActivationButton : MonoBehaviour
{
public ComposerService composerService;
public string unavailableText;
private Text _label;
private string _originalText;
private ComposerActivationButton[] _otherButtons;
/// <summary>
/// General setup required to use the component.
/// </summary>
public void Awake()
{
_label = GetComponentInChildren<Text>();
_originalText = _label.text;
_otherButtons = FindObjectsByType<ComposerActivationButton>(FindObjectsSortMode.None);
}
/// <summary>
/// Toggles whether to use Composer or not.
/// </summary>
public void SetComposerUsage(bool useComposer)
{
if (null == composerService) return;
composerService.RouteVoiceServiceToComposer = useComposer;
}
public void UpdateAllButtonsText()
{
foreach (var composerBtn in _otherButtons)
{
composerBtn.UpdateText();
}
}
/// <summary>
/// Sets text to be appropriate to the status of the VoiceService
/// </summary>
private void UpdateText()
{
_label.text = composerService.VoiceService.Active ?
unavailableText : _originalText;
}
public void ToggleVoiceService()
{
if (null == composerService) return;
if (composerService.VoiceService.Active)
{
composerService.VoiceService.Deactivate();
}
else
{
composerService.VoiceService.Activate();
}
}
/// <summary>
/// A simple logger to show the switching of the composer status
/// </summary>
public void LogComposerStatus()
{
Debug.Log("Composer Service is " + (composerService.RouteVoiceServiceToComposer ? "active" : "inactive"));
}
}
}