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