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 | } |