t1 / TFDContents / Assets / KinectDemos / SpeechRecognitionDemo / Scripts / BotControlScript.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (5.76 KB)
| 1 | 3 | KTH | using UnityEngine; |
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| 2 | using System.Collections; |
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| 3 | |||
| 4 | // Require these components when using this script |
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| 5 | [RequireComponent(typeof (Animator))] |
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| 6 | [RequireComponent(typeof (CapsuleCollider))] |
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| 7 | [RequireComponent(typeof (Rigidbody))] |
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| 8 | public class BotControlScript : MonoBehaviour, SpeechRecognitionInterface |
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| 9 | {
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| 10 | // [System.NonSerialized] |
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| 11 | // public float lookWeight; // the amount to transition when using head look |
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| 12 | // |
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| 13 | // [System.NonSerialized] |
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| 14 | // public Transform enemy; // a transform to Lerp the camera to during head look |
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| 15 | |||
| 16 | [Tooltip("Overall animation speed.")]
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| 17 | public float animSpeed = 1.5f; // a public setting for overall animator animation speed |
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| 18 | |||
| 19 | //public float lookSmoother = 3f; // a smoothing setting for camera motion |
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| 20 | |||
| 21 | [Tooltip("Whether to use the extra curves for animation or not.")]
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| 22 | public bool useCurves; // a setting for teaching purposes to show use of curves |
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| 23 | |||
| 24 | |||
| 25 | private Animator anim; // a reference to the animator on the character |
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| 26 | private AnimatorStateInfo currentBaseState; // a reference to the current state of the animator, used for base layer |
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| 27 | private AnimatorStateInfo layer2CurrentState; // a reference to the current state of the animator, used for layer 2 |
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| 28 | private CapsuleCollider col; // a reference to the capsule collider of the character |
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| 29 | |||
| 30 | private SpeechManager speechManager; |
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| 31 | private float walkSpeed; |
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| 32 | private float walkDirection; |
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| 33 | private bool jumpNow; |
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| 34 | private bool waveNow; |
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| 35 | |||
| 36 | static int idleState = Animator.StringToHash("Base Layer.Idle");
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| 37 | static int locoState = Animator.StringToHash("Base Layer.Locomotion"); // these integers are references to our animator's states
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| 38 | static int jumpState = Animator.StringToHash("Base Layer.Jump"); // and are used to check state for various actions to occur
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| 39 | static int waveState = Animator.StringToHash("Layer2.Wave");
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| 40 | |||
| 41 | |||
| 42 | // invoked when a speech phrase gets recognized |
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| 43 | public bool SpeechPhraseRecognized(string phraseTag, float condidence) |
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| 44 | {
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| 45 | switch(phraseTag) |
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| 46 | {
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| 47 | case "FORWARD": |
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| 48 | walkSpeed = 0.2f; |
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| 49 | walkDirection = 0f; |
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| 50 | break; |
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| 51 | |||
| 52 | case "BACK": |
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| 53 | walkSpeed = -0.2f; |
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| 54 | walkDirection = 0f; |
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| 55 | break; |
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| 56 | |||
| 57 | case "LEFT": |
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| 58 | walkDirection = -0.2f; |
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| 59 | if(walkSpeed == 0f) |
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| 60 | walkSpeed = 0.2f; |
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| 61 | break; |
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| 62 | |||
| 63 | case "RIGHT": |
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| 64 | walkDirection = 0.2f; |
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| 65 | if(walkSpeed == 0f) |
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| 66 | walkSpeed = 0.2f; |
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| 67 | break; |
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| 68 | |||
| 69 | case "RUN": |
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| 70 | walkSpeed = 0.5f; |
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| 71 | walkDirection = 0f; |
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| 72 | break; |
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| 73 | |||
| 74 | case "STOP": |
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| 75 | walkSpeed = 0f; |
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| 76 | walkDirection = 0f; |
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| 77 | break; |
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| 78 | |||
| 79 | case "JUMP": |
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| 80 | jumpNow = true; |
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| 81 | walkSpeed = 0.5f; |
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| 82 | walkDirection = 0f; |
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| 83 | break; |
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| 84 | |||
| 85 | case "HELLO": |
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| 86 | waveNow = true; |
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| 87 | walkSpeed = 0.0f; |
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| 88 | walkDirection = 0f; |
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| 89 | break; |
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| 90 | } |
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| 91 | |||
| 92 | return true; |
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| 93 | } |
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| 94 | |||
| 95 | |||
| 96 | void Start () |
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| 97 | {
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| 98 | // initialising reference variables |
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| 99 | anim = GetComponent<Animator>(); |
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| 100 | col = GetComponent<CapsuleCollider>(); |
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| 101 | |||
| 102 | if(anim.layerCount == 2) |
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| 103 | {
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| 104 | anim.SetLayerWeight(1, 1); |
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| 105 | } |
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| 106 | } |
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| 107 | |||
| 108 | |||
| 109 | void FixedUpdate () |
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| 110 | {
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| 111 | anim.SetFloat("Speed", walkSpeed); // set our animator's float parameter 'Speed' equal to the vertical input axis
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| 112 | anim.SetFloat("Direction", walkDirection); // set our animator's float parameter 'Direction' equal to the horizontal input axis
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| 113 | anim.speed = animSpeed; // set the speed of our animator to the public variable 'animSpeed' |
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| 114 | //anim.SetLookAtWeight(lookWeight); // set the Look At Weight - amount to use look at IK vs using the head's animation |
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| 115 | currentBaseState = anim.GetCurrentAnimatorStateInfo(0); // set our currentState variable to the current state of the Base Layer (0) of animation |
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| 116 | |||
| 117 | if(anim.layerCount == 2) |
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| 118 | {
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| 119 | layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1); // set our layer2CurrentState variable to the current state of the second Layer (1) of animation |
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| 120 | } |
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| 121 | |||
| 122 | // if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true |
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| 123 | if (currentBaseState.fullPathHash == locoState) |
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| 124 | {
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| 125 | if(jumpNow) |
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| 126 | {
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| 127 | jumpNow = false; |
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| 128 | anim.SetBool("Jump", true);
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| 129 | } |
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| 130 | } |
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| 131 | |||
| 132 | // if we are in the jumping state... |
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| 133 | else if(currentBaseState.fullPathHash == jumpState) |
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| 134 | {
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| 135 | // ..and not still in transition.. |
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| 136 | if(!anim.IsInTransition(0)) |
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| 137 | {
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| 138 | if(useCurves) |
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| 139 | // ..set the collider height to a float curve in the clip called ColliderHeight |
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| 140 | col.height = anim.GetFloat("ColliderHeight");
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| 141 | |||
| 142 | // reset the Jump bool so we can jump again, and so that the state does not loop |
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| 143 | anim.SetBool("Jump", false);
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| 144 | } |
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| 145 | |||
| 146 | // Raycast down from the center of the character.. |
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| 147 | Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up); |
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| 148 | RaycastHit hitInfo = new RaycastHit(); |
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| 149 | |||
| 150 | if (Physics.Raycast(ray, out hitInfo)) |
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| 151 | {
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| 152 | // ..if distance to the ground is more than 1.75, use Match Target |
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| 153 | if (hitInfo.distance > 1.75f) |
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| 154 | {
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| 155 | |||
| 156 | // MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray. |
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| 157 | // Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5 |
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| 158 | // of the timeline of our animation clip |
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| 159 | anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f); |
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| 160 | } |
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| 161 | } |
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| 162 | } |
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| 163 | |||
| 164 | // check if we are at idle, if so, let us Wave! |
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| 165 | else if (currentBaseState.fullPathHash == idleState) |
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| 166 | {
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| 167 | if(waveNow) |
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| 168 | {
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| 169 | waveNow = false; |
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| 170 | anim.SetBool("Wave", true);
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| 171 | } |
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| 172 | } |
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| 173 | |||
| 174 | // if we enter the waving state, reset the bool to let us wave again in future |
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| 175 | if(layer2CurrentState.fullPathHash == waveState) |
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| 176 | {
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| 177 | anim.SetBool("Wave", false);
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| 178 | } |
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| 179 | } |
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| 180 | |||
| 181 | } |