Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-03 11:02:29 +02:00
commit 27d6b94b7c
8167 changed files with 1116569 additions and 0 deletions

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f7ee91cfe70e2af439a2ed9b7557855d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,840 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Service;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Serialization;
using Valve.VR.InteractionSystem;
namespace Convai.Scripts.Utils
{
// STEP 1: Add the enum for your custom action here.
public enum ActionChoice
{
None,
Jump,
Crouch,
MoveTo,
PickUp,
Drop,
Bring,
OpenWeb,
Throw
}
/// <summary>
/// DISCLAIMER: The action API is in experimental stages and can misbehave. Meanwhile, feel free to try it out and play
/// around with it.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Convai/Convai Actions Handler")]
[HelpURL(
"https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/scripts-overview/convaiactionshandler.cs")]
public class ConvaiActionsHandler : MonoBehaviour
{
public GameObject player;
public GameObject start;
[SerializeField] public ActionMethod[] actionMethods;
public List<string> actionResponseList = new();
private readonly List<ConvaiAction> _actionList = new();
public readonly ActionConfig ActionConfig = new();
private List<string> _actions = new();
private ConvaiNPC _currentNPC;
private ConvaiInteractablesData _interactablesData;
// Awake is called when the script instance is being loaded
private void Awake()
{
// Find the global action settings object in the scene
_interactablesData = FindObjectOfType<ConvaiInteractablesData>();
// Check if the global action settings object is missing
if (_interactablesData == null)
// Log an error message to indicate missing Convai Action Settings
Logger.Error("Convai Action Settings missing. Please create a game object that handles actions.",
Logger.LogCategory.Character);
// Check if this GameObject has a ConvaiNPC component attached
if (TryGetComponent(out ConvaiNPC npc))
// If it does, set the current NPC to this GameObject
_currentNPC = npc;
// Iterate through each action method and add its name to the action configuration
foreach (ActionMethod actionMethod in actionMethods) ActionConfig.Actions.Add(actionMethod.action);
if (_interactablesData != null)
{
// Iterate through each character in global action settings and add them to the action configuration
foreach (ConvaiInteractablesData.Character character in _interactablesData.Characters)
{
ActionConfig.Types.Character rpcCharacter = new()
{
Name = character.Name,
Bio = character.Bio
};
ActionConfig.Characters.Add(rpcCharacter);
}
// Iterate through each object in global action settings and add them to the action configuration
foreach (ConvaiInteractablesData.Object eachObject in _interactablesData.Objects)
{
ActionConfig.Types.Object rpcObject = new()
{
Name = eachObject.Name,
Description = eachObject.Description
};
ActionConfig.Objects.Add(rpcObject);
}
}
}
private void Reset()
{
actionMethods = new ActionMethod[]
{
new() { action = "Move To", actionChoice = ActionChoice.MoveTo },
new() { action = "Pick Up", actionChoice = ActionChoice.PickUp },
new() { action = "Dance", animationName = "Dance", actionChoice = ActionChoice.None },
new() { action = "Drop", actionChoice = ActionChoice.Drop },
new() { action = "Jump", actionChoice = ActionChoice.Jump },
new() { action = "Throw", animationName = "Throwing", actionChoice = ActionChoice.Throw },
new() { action = "Bring", actionChoice = ActionChoice.Bring }
};
}
// Start is called before the first frame update
private void Start()
{
// Set up the action configuration
#region Actions Setup
// Set the classification of the action configuration to "multistep"
ActionConfig.Classification = "multistep";
// Log the configured action information
Logger.DebugLog(ActionConfig, Logger.LogCategory.Actions);
#endregion
// Start playing the action list using a coroutine
StartCoroutine(PlayActionList());
Debug.Log("xxx");
}
private void Update()
{
if (actionResponseList.Count > 0)
{
ParseActions(actionResponseList[0]);
actionResponseList.RemoveAt(0);
}
}
public void ParseActions(string actionsString)
{
// Trim the input string to remove leading and trailing spaces
actionsString = actionsString.Trim();
Logger.DebugLog($"Parsing actions from: {actionsString}", Logger.LogCategory.Actions);
// Split the trimmed actions string into a list of individual actions
_actions = new List<string>(actionsString.Split(", "));
// Iterate through each action in the list of actions
foreach (List<string> actionWords in _actions.Select(t => new List<string>(t.Split(" "))))
// Iterate through the words in the current action
{
Logger.Info(
$"Processing action: {string.Join(" ", actionWords)}",
Logger.LogCategory.Actions); // Info: Checking each action being processed
for (int j = 0; j < actionWords.Count; j++)
{
// Separate the words into two parts: verb and object
string[] tempString1 = new string[j + 1];
string[] tempString2 = new string[actionWords.Count - j - 1];
Array.Copy(actionWords.ToArray(), tempString1, j + 1);
Array.Copy(actionWords.ToArray(), j + 1, tempString2,
0, actionWords.Count - j - 1);
// Check if any verb word ends with "s" and remove it
for (int k = 0; k < tempString1.Length; k++)
if (tempString1[k].EndsWith("s"))
tempString1[k] = tempString1[k].Remove(tempString1[k].Length - 1);
// Iterate through each defined Convai action
foreach (ActionMethod convaiAction in actionMethods)
// Check if the parsed verb matches any defined action
if (string.Equals(convaiAction.action, string.Join(" ", tempString1),
StringComparison.CurrentCultureIgnoreCase))
{
GameObject tempGameObject = null;
// Iterate through each object in global action settings to find a match
foreach (ConvaiInteractablesData.Object @object in _interactablesData.Objects)
if (string.Equals(@object.Name, string.Join(" ", tempString2),
StringComparison.CurrentCultureIgnoreCase))
{
Logger.DebugLog($"Active Target: {string.Join(" ", tempString2).ToLower()}",
Logger.LogCategory.Actions);
tempGameObject = @object.gameObject;
}
// Iterate through each character in global action settings to find a match
foreach (ConvaiInteractablesData.Character character in _interactablesData.Characters)
if (string.Equals(character.Name, string.Join(" ", tempString2),
StringComparison.CurrentCultureIgnoreCase))
{
Logger.DebugLog($"Active Target: {string.Join(" ", tempString2).ToLower()}",
Logger.LogCategory.Actions);
tempGameObject = character.gameObject;
}
if (tempGameObject != null)
Logger.DebugLog(
$"Found matching target: {tempGameObject.name} for action: {string.Join(" ", tempString1).ToLower()}",
Logger.LogCategory.Actions); // DebugLog: For successful matching
else
Logger.Warn(
$"No matching target found for action: {string.Join(" ", tempString1).ToLower()}",
Logger.LogCategory.Actions); // Warning: When expected matches aren't found
// Add the parsed action to the action list
_actionList.Add(new ConvaiAction(convaiAction.actionChoice, tempGameObject,
convaiAction.animationName));
break; // Break the loop as the action is found
}
}
}
}
/// <summary>
/// Event that is triggered when an action starts.
/// </summary>
/// <remarks>
/// This event can be subscribed to in order to perform custom logic when an action starts.
/// The event provides the name of the action and the GameObject that the action is targeting.
/// </remarks>
public event Action<string, GameObject> ActionStarted;
/// <summary>
/// Event that is triggered when an action ends.
/// </summary>
/// <remarks>
/// This event can be subscribed to in order to perform custom logic when an action ends.
/// The event provides the name of the action and the GameObject that the action was targeting.
/// </remarks>
public event Action<string, GameObject> ActionEnded;
/// <summary>
/// This coroutine handles playing the actions in the action list.
/// </summary>
/// <returns></returns>
private IEnumerator PlayActionList()
{
while (true)
// Check if there are actions in the action list
if (_actionList.Count > 0)
{
// Call the DoAction function for the first action in the list and wait until it's done
yield return DoAction(_actionList[0]);
// Remove the completed action from the list
_actionList.RemoveAt(0);
}
else
{
// If there are no actions in the list, yield to wait for the next frame
yield return null;
}
}
private IEnumerator DoAction(ConvaiAction action)
{
// STEP 2: Add the function call for your action here corresponding to your enum.
// Remember to yield until its return if it is a Enumerator function.
// Use a switch statement to handle different action choices based on the ActionChoice enum
switch (action.Verb)
{
case ActionChoice.MoveTo:
// Call the MoveTo function and yield until it's completed
yield return MoveTo(action.Target);
break;
case ActionChoice.PickUp:
// Call the PickUp function and yield until it's completed
yield return PickUp(action.Target);
break;
case ActionChoice.Drop:
// Call the Drop function
yield return Drop(action.Target);
break;
case ActionChoice.Jump:
// Call the Jump function
Jump();
break;
case ActionChoice.Crouch:
// Call the Crouch function and yield until it's completed
yield return Crouch();
break;
case ActionChoice.None:
// Call the AnimationActions function and yield until it's completed
yield return AnimationActions(action.Animation);
break;
case ActionChoice.OpenWeb:
OpenWebsite();
break;
case ActionChoice.Throw:
yield return Throw(action.Target);
break;
case ActionChoice.Bring:
yield return Bring(action.Target);
break;
}
// Yield once to ensure the coroutine advances to the next frame
yield return null;
}
private void OpenWebsite()
{
// Specify the URL you want to open
string url = "https://www.convai.com";
// Use Application.OpenURL to open the web page
Application.OpenURL(url);
}
/// <summary>
/// This method is a coroutine that handles playing an animation for Convai NPC.
/// The method takes in the name of the animation to be played as a string parameter.
/// </summary>
/// <param name="animationName"> The name of the animation to be played. </param>
/// <returns> A coroutine that plays the animation. </returns>
private IEnumerator AnimationActions(string animationName)
{
// Logging the action of initiating the animation with the provided animation name.
Logger.DebugLog("Doing animation: " + animationName, Logger.LogCategory.Actions);
// Attempting to get the Animator component attached to the current NPC object.
// The Animator component is responsible for controlling animations on the GameObject.
Animator animator = _currentNPC.GetComponent<Animator>();
// Converting the provided animation name to its corresponding hash code.
// This is a more efficient way to refer to animations and Animator states.
int animationHash = Animator.StringToHash(animationName);
// Check if the Animator component has a state with the provided hash code.
// This is a safety check to prevent runtime errors if the animation is not found.
if (!animator.HasState(0, animationHash))
{
// Logging a message to indicate that the animation was not found.
Logger.DebugLog("Could not find an animator state named: " + animationName, Logger.LogCategory.Actions);
// Exiting the coroutine early since the animation is not available.
yield break;
}
// Playing the animation with a cross-fade transition.
// The second parameter '0.1f' specifies the duration of the cross-fade.
animator.CrossFadeInFixedTime(animationHash, 0.1f);
// Waiting for a short duration (just over the cross-fade time) to allow the animation transition to start.
// This ensures that subsequent code runs after the animation has started playing.
yield return new WaitForSeconds(0.11f);
// Getting information about the current animation clip that is playing.
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(0);
// Checking if there is no animation clip information available.
if (clipInfo == null || clipInfo.Length == 0)
{
// Logging a message to indicate that there are no animation clips associated with the state.
Logger.DebugLog("Animator state named: " + animationName + " has no associated animation clips",
Logger.LogCategory.Actions);
// Exiting the coroutine as there is no animation to play.
yield break;
}
// Defining variables to store the length and name of the animation clip.
float length = 0;
string animationClipName = "";
// Iterating through the array of animation clips to find the one that is currently playing.
foreach (AnimatorClipInfo clipInf in clipInfo)
{
// Logging the name of the animation clip for debugging purposes.
Logger.DebugLog("Clip name: " + clipInf.clip.name, Logger.LogCategory.Actions);
// Storing the current animation clip in a local variable for easier access.
AnimationClip clip = clipInf.clip;
// Checking if the animation clip is valid.
if (clip != null)
{
// Storing the length and name of the animation clip.
length = clip.length;
animationClipName = clip.name;
// Exiting the loop as we've found the information we need.
break;
}
}
// Checking if a valid animation clip was found.
if (length > 0.0f)
{
// Logging a message indicating that the animation is now playing.
Logger.DebugLog(
"Playing the animation " + animationClipName + " from the Animator State " + animationName +
" for " + length + " seconds", Logger.LogCategory.Actions);
// Waiting for the duration of the animation to allow it to play out.
yield return new WaitForSeconds(length);
}
else
{
// Logging a message to indicate that no valid animation clips were found or their length was zero.
Logger.DebugLog(
"Animator state named: " + animationName +
" has no valid animation clips or they have a length of 0", Logger.LogCategory.Actions);
// Exiting the coroutine early.
yield break;
}
// Transitioning back to the idle animation.
// It is assumed that an "Idle" animation exists and is set up in your Animator Controller.
animator.CrossFadeInFixedTime(Animator.StringToHash("Idle"), 0.1f);
// Yielding to wait for one frame to ensure that the coroutine progresses to the next frame.
// This is often done at the end of a coroutine to prevent issues with Unity's execution order.
yield return null;
}
/// <summary>
/// Registers the provided methods to the ActionStarted and ActionEnded events.
/// This allows external code to subscribe to these events and react when they are triggered.
/// </summary>
/// <param name="onActionStarted">
/// The method to be called when an action starts. It should accept a string (the action
/// name) and a GameObject (the target of the action).
/// </param>
/// <param name="onActionEnded">
/// The method to be called when an action ends. It should accept a string (the action name)
/// and a GameObject (the target of the action).
/// </param>
public void RegisterForActionEvents(Action<string, GameObject> onActionStarted,
Action<string, GameObject> onActionEnded)
{
ActionStarted += onActionStarted;
ActionEnded += onActionEnded;
}
/// <summary>
/// Unregisters the provided methods from the ActionStarted and ActionEnded events.
/// This allows external code to unsubscribe from these events when they are no longer interested in them.
/// </summary>
/// <param name="onActionStarted">
/// The method to be removed from the ActionStarted event. It should be the same method that
/// was previously registered.
/// </param>
/// <param name="onActionEnded">
/// The method to be removed from the ActionEnded event. It should be the same method that was
/// previously registered.
/// </param>
public void UnregisterForActionEvents(Action<string, GameObject> onActionStarted,
Action<string, GameObject> onActionEnded)
{
ActionStarted -= onActionStarted;
ActionEnded -= onActionEnded;
}
[Serializable]
public class ActionMethod
{
[FormerlySerializedAs("Action")]
[SerializeField]
public string action;
// feels unnecessary
// [SerializeField] public ActionType actionType;
[SerializeField] public string animationName;
[SerializeField] public ActionChoice actionChoice;
}
private class ConvaiAction
{
public ConvaiAction(ActionChoice verb, GameObject target, string animation)
{
Verb = verb;
Target = target;
Animation = animation;
}
#region 04. Public variables
public readonly string Animation;
public readonly GameObject Target;
public readonly ActionChoice Verb;
#endregion
}
// STEP 3: Add the function for your action here.
#region Action Implementation Methods
private IEnumerator Throw(GameObject target)
{
StartCoroutine(MoveTo(target));
yield return new WaitForSeconds(2f);
_currentNPC.transform.LookAt(player.transform.position);
_currentNPC.GetComponent<Animator>().CrossFade(Animator.StringToHash(name: "Throwing"), normalizedTransitionDuration: 0.05f);
yield return new WaitForSeconds(1.5f);
target.transform.parent = null;
target.SetActive(true);
target.transform.position += new Vector3(x: 0.5f, y: 1.0f, z: 0.5f);
target.transform.rotation = Quaternion.identity;
Vector3 throwDirection = (player.transform.position - target.transform.position).normalized;
target.GetComponent<Rigidbody>().AddForce(throwDirection * 10f, ForceMode.VelocityChange);
yield return new WaitForSeconds(1.5f);
_currentNPC.GetComponent<Animator>().CrossFade(Animator.StringToHash(name: "Idle"), normalizedTransitionDuration: 0.05f);
yield return new WaitForSeconds(2.0f);
}
private IEnumerator Bring(GameObject target)
{
// Notify that the action has started
ActionStarted?.Invoke("Bring", target);
// Move to the target and wait for it to finish
yield return StartCoroutine(MoveTo(target));
Debug.Log("xxx");
// Wait for 2 seconds after reaching the target
// Pick up the target
yield return StartCoroutine(PickUp(target));
// Wait for 2 seconds after reaching the target
//yield return new WaitForSeconds(1f);
// Move back to the start and wait for it to finish
yield return StartCoroutine(MoveTo(start));
// Wait for 4 seconds after reaching the start
// Drop the target
yield return StartCoroutine(Drop(target));
// Notify that the action has ended
ActionEnded?.Invoke("Bring", target);
}
private IEnumerator Crouch()
{
ActionStarted?.Invoke("Crouch", _currentNPC.gameObject);
Logger.DebugLog("Crouching!", Logger.LogCategory.Actions);
Animator animator = _currentNPC.GetComponent<Animator>();
animator.CrossFadeInFixedTime(Animator.StringToHash("Crouch"), 0.1f);
// Wait for the next frame to ensure the Animator has transitioned to the new state.
yield return new WaitForSeconds(0.11f);
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(0);
if (clipInfo == null || clipInfo.Length == 0)
{
Logger.DebugLog("No animation clips found for crouch state!", Logger.LogCategory.Actions);
yield break;
}
float length = clipInfo[0].clip.length;
_currentNPC.GetComponents<CapsuleCollider>()[0].height = 1.2f;
_currentNPC.GetComponents<CapsuleCollider>()[0].center = new Vector3(0, 0.6f, 0);
if (_currentNPC.GetComponents<CapsuleCollider>().Length > 1)
{
_currentNPC.GetComponents<CapsuleCollider>()[1].height = 1.2f;
_currentNPC.GetComponents<CapsuleCollider>()[1].center = new Vector3(0, 0.6f, 0);
}
yield return new WaitForSeconds(length);
animator.CrossFadeInFixedTime(Animator.StringToHash("Idle"), 0.1f);
yield return null;
ActionEnded?.Invoke("Crouch", _currentNPC.gameObject);
}
/// <summary>
/// Coroutine to move the NPC towards a specified target using NavMeshAgent.
/// </summary>
/// <param name="target">The target GameObject to move towards.</param>
private IEnumerator MoveTo(GameObject target)
{
// Invoke the ActionStarted event with the "MoveTo" action and the target GameObject.
ActionStarted?.Invoke("MoveTo", target);
// Check if the target is null or inactive, and log an error if so.
if (target == null || !target.activeInHierarchy)
{
target = start;
Logger.DebugLog("MoveTo target is null or inactive.", Logger.LogCategory.Actions);
}
// Log that the NPC is starting the movement towards the target.
Logger.DebugLog($"Moving to Target: {target.name}", Logger.LogCategory.Actions);
// Start the "Walking" animation.
Animator animator = _currentNPC.GetComponent<Animator>();
// Crossfade to the "Walking" animation state with a slight transition delay for smoother visual effect.
animator.CrossFade(Animator.StringToHash("Walking"), 0.01f);
// Disable root motion to prevent conflicts between AI navigation and the automatic application of root motion.
// This helps avoid unexpected behaviors and ensures smoother control during AI navigation.
animator.applyRootMotion = false;
// Get the NavMeshAgent component from the NPC.
NavMeshAgent navMeshAgent = _currentNPC.GetComponent<NavMeshAgent>();
navMeshAgent.updateRotation = false;
// Calculate the target destination, considering the target's forward direction or default offset.
Vector3 targetDestination = target.transform.position;
// Check if the target has a Renderer component.
if (target.TryGetComponent(out Renderer renderer))
{
// If yes, calculate the offset based on the size of the renderer along the z-axis.
float zOffset = renderer.bounds.size.z;
targetDestination += zOffset * target.transform.forward;
}
else
{
// If no Renderer component is found, use a default offset of half the target's forward direction.
// This is useful when the target object does not have a visual representation (Renderer).
Vector3 standardOffset = 0.5f * target.transform.forward;
targetDestination += standardOffset;
}
// Set the destination for the NavMeshAgent and yield for one frame.
navMeshAgent.SetDestination(targetDestination);
yield return null;
// Set the rotation speed for the character's rotation towards the movement direction.
float rotationSpeed = 5;
// Loop until the character is within the stopping distance to the target.
while (navMeshAgent.remainingDistance > navMeshAgent.stoppingDistance)
{
// Ensure the target is still active during the movement.
if (!target.activeInHierarchy)
{
// Log and break if the target has been deactivated during the movement.
Logger.DebugLog("Target deactivated during movement.", Logger.LogCategory.Actions);
yield break;
}
// Check if the NPC is not moving, and yield until the next frame.
if (navMeshAgent.velocity.sqrMagnitude < Mathf.Epsilon) yield return null;
// Calculate the rotation towards the movement direction.
Quaternion rotation = Quaternion.LookRotation(navMeshAgent.velocity.normalized);
rotation.x = 0;
rotation.z = 0;
// Smoothly rotate the NPC towards the calculated rotation.
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, rotationSpeed * Time.deltaTime);
// Yield until the next frame.
yield return null;
}
// Transition to the "Idle" animation once the NPC has reached the target.
animator.CrossFade(Animator.StringToHash("Idle"), 0.1f);
// If this is the only action in the queue, rotate the NPC to face the camera.
if (_actions.Count == 1)
{
Vector3 direction = (Camera.main.transform.position - transform.position).normalized;
Quaternion targetRotation = Quaternion.LookRotation(direction);
float elapsedTime = 0f;
float rotationTime = 2f;
// Smoothly rotate the NPC towards the camera direction.
while (elapsedTime < rotationTime)
{
targetRotation.x = 0;
targetRotation.z = 0;
transform.rotation =
Quaternion.Slerp(transform.rotation, targetRotation, elapsedTime / rotationTime);
elapsedTime += Time.deltaTime;
yield return null;
}
}
// Re-enabling root motion, which was disabled during AI navigation movement to avoid conflicts.
animator.applyRootMotion = true;
// Invoke the ActionEnded event with the "MoveTo" action and the target GameObject.
ActionEnded?.Invoke("MoveTo", target);
}
/// <summary>
/// Coroutine to pick up a target GameObject, adjusting the NPC's rotation and playing animations.
/// </summary>
/// <param name="target">The target GameObject to pick up.</param>
private IEnumerator PickUp(GameObject target)
{
// Invoke the ActionStarted event with the "PickUp" action and the target GameObject.
ActionStarted?.Invoke("PickUp", target);
// Check if the target GameObject is null. If it is, log an error and exit the coroutine.
if (target == null)
{
Logger.DebugLog("Target is null! Exiting PickUp coroutine.", Logger.LogCategory.Actions);
yield break;
}
// Check if the target GameObject is active. If not, log an error and exit the coroutine.
if (!target.activeInHierarchy)
{
Logger.DebugLog($"Target: {target.name} is inactive! Exiting PickUp coroutine.",
Logger.LogCategory.Actions);
yield break;
}
StartCoroutine(
MoveTo(target));
yield return new WaitForSeconds(1);
// Calculate the direction from the NPC to the target, ignoring the vertical (y) component.
Vector3 direction = (target.transform.position - transform.position).normalized;
direction.y = 0;
// Calculate the target rotation to face the target direction.
Quaternion targetRotation = Quaternion.LookRotation(direction);
float elapsedTime = 0f;
float rotationTime = 0.5f;
// Smoothly rotate the NPC towards the target direction over a specified time.
while (elapsedTime < rotationTime)
{
targetRotation.x = 0;
targetRotation.z = 0;
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, elapsedTime / rotationTime);
elapsedTime += Time.deltaTime;
yield return null;
}
// Log the action of picking up the target along with its name.
Logger.DebugLog($"Picking up Target: {target.name}", Logger.LogCategory.Actions);
// Retrieve the Animator component from the current NPC.
Animator animator = _currentNPC.GetComponent<Animator>();
// Start the "Picking Up" animation with a cross-fade transition.
animator.CrossFade(Animator.StringToHash("Picking Up"), 0.1f);
// Wait for one second to ensure that the Animator has had time to transition to the "Picking Up" animation state.
yield return new WaitForSeconds(1);
// Define the time it takes for the hand to reach the object in the "Picking Up" animation.
// This is a specific point in time during the animation that we are interested in.
float timeToReachObject = 0.5f;
// Wait for the time it takes for the hand to reach the object.
yield return new WaitForSeconds(timeToReachObject);
// Check again if the target is still active before attempting to pick it up.
if (!target.activeInHierarchy)
{
Logger.DebugLog(
$"Target: {target.name} became inactive during the pick up animation! Exiting PickUp coroutine.",
Logger.LogCategory.Actions);
yield break;
}
// Once the hand has reached the object, set the target's parent to the NPC's transform,
// effectively "picking up" the object, and then deactivate the object.
target.transform.parent = gameObject.transform;
target.SetActive(false);
// Transition back to the "Idle" animation.
animator.CrossFade(Animator.StringToHash("Idle"), 0.1f);
// Invoke the ActionEnded event with the "PickUp" action and the target GameObject.
ActionEnded?.Invoke("PickUp", target);
}
private IEnumerator Drop(GameObject target)
{
Debug.Log("Entering Drop Coroutine");
// Notify that the drop action has started
ActionStarted?.Invoke("Drop", target);
if (target == null)
{
Debug.Log("Target is null");
yield break; // Exit the coroutine if target is null
}
// Log the drop action
Logger.DebugLog($"Dropping Target: {target.name}", Logger.LogCategory.Actions);
// Detach the target and enable it
target.transform.parent = null;
target.SetActive(true);
// Wait for 0.5 seconds before proceeding (if needed)
yield return new WaitForSeconds(0.5f);
// Notify that the drop action has ended
ActionEnded?.Invoke("Drop", target);
}
private void Jump()
{
ActionStarted?.Invoke("Jump", _currentNPC.gameObject);
float jumpForce = 5f;
GetComponent<Rigidbody>().AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse);
_currentNPC.GetComponent<Animator>().CrossFade(Animator.StringToHash("Dance"), 1);
ActionEnded?.Invoke("Jump", _currentNPC.gameObject);
}
// STEP 3: Add the function for your action here.
#endregion
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 744cc0ebc534aa44b8b0871ca72570b9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,40 @@
using System;
using UnityEngine;
namespace Convai.Scripts.Utils
{
/// <summary>
/// This script defines global actions and settings for Convai.
/// </summary>
[AddComponentMenu("Convai/Convai Interactables Data")]
[HelpURL("https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/scripts-overview")]
public class ConvaiInteractablesData : MonoBehaviour
{
[Tooltip("Array of Characters in the environment")]
[SerializeField] public Character[] Characters;
[Tooltip("Array of Objects in the environment")]
[SerializeField] public Object[] Objects;
public Transform DynamicMoveTargetIndicator;
/// <summary>
/// Represents a character in the environment.
/// </summary>
[Serializable]
public class Character
{
[SerializeField] public string Name;
[SerializeField] public string Bio;
[SerializeField] public GameObject gameObject;
}
[Serializable]
public class Object
{
[SerializeField] public string Name;
[SerializeField] public string Description;
[SerializeField] public GameObject gameObject;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b3b04a8e56d4a394585355d57021ba7a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 79e17fbbffadd7f47b7b345e0be9a750
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,203 @@
using System;
using System.Text.RegularExpressions;
using Convai.Scripts.Utils.LipSync.Types;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils.LipSync
{
public class ConvaiLipSync : MonoBehaviour
{
public enum LipSyncBlendshapeType
{
None, // Default Value
OVR, // Oculus
ReallusionPlus, // Reallusion Extended
ARKit, // AR Kit - Translated from Oculus
}
[Tooltip(
"The type of facial blend-shapes in the character. Select OVR for Oculus and ReallusionPlus for Reallusion Extended visemes.")]
public LipSyncBlendshapeType BlendshapeType = LipSyncBlendshapeType.OVR;
[Tooltip("Skinned Mesh Renderer Component for the head of the character.")]
public SkinnedMeshRenderer HeadSkinnedMeshRenderer;
[Tooltip("Skinned Mesh Renderer Component for the teeth of the character, if available. Leave empty if not.")]
public SkinnedMeshRenderer TeethSkinnedMeshRenderer;
[Tooltip("Skinned Mesh Renderer Component for the tongue of the character, if available. Leave empty if not.")]
public SkinnedMeshRenderer TongueSkinnedMeshRenderer;
[Tooltip("Game object with the bone of the jaw for the character, if available. Leave empty if not.")]
public GameObject jawBone;
[Tooltip("Game object with the bone of the tongue for the character, if available. Leave empty if not.")]
public GameObject tongueBone; // even though actually tongue doesn't have a bone
[HideInInspector]
public FaceModel faceModel = FaceModel.OvrModelName;
[Tooltip("The index of the first blendshape that will be manipulated.")]
public int firstIndex;
[Tooltip("This will multiply the weights of the incoming frames to the lipsync")]
[field: SerializeField] public float WeightMultiplier { get; private set; } = 1f;
private ConvaiNPC _convaiNPC;
public event Action<bool> OnCharacterLipSyncing;
private ConvaiLipSyncApplicationBase convaiLipSyncApplicationBase;
public ConvaiLipSyncApplicationBase ConvaiLipSyncApplicationBase { get => convaiLipSyncApplicationBase; private set => convaiLipSyncApplicationBase = value; }
private void Awake()
{
switch (BlendshapeType)
{
case LipSyncBlendshapeType.None:
break;
case LipSyncBlendshapeType.OVR:
ConvaiLipSyncApplicationBase = gameObject.GetOrAddComponent<ConvaiOVRLipsync>();
break;
case LipSyncBlendshapeType.ReallusionPlus:
ConvaiLipSyncApplicationBase = gameObject.GetOrAddComponent<ConvaiReallusionLipSync>();
break;
case LipSyncBlendshapeType.ARKit:
ConvaiLipSyncApplicationBase = gameObject.GetOrAddComponent<ConvaiARKitLipSync>();
break;
}
}
/// <summary>
/// This function will automatically set any of the unassigned skinned mesh renderers
/// to appropriate values using regex based functions.
/// It also invokes the LipSyncCharacter() function every one hundredth of a second.
/// </summary>
private void Start()
{
// regex search for SkinnedMeshRenderers: head, teeth, tongue
if (HeadSkinnedMeshRenderer == null)
HeadSkinnedMeshRenderer = GetHeadSkinnedMeshRendererWithRegex(transform);
if (TeethSkinnedMeshRenderer == null)
TeethSkinnedMeshRenderer = GetTeethSkinnedMeshRendererWithRegex(transform);
if (TongueSkinnedMeshRenderer == null)
TongueSkinnedMeshRenderer = GetTongueSkinnedMeshRendererWithRegex(transform);
_convaiNPC = GetComponent<ConvaiNPC>();
ConvaiLipSyncApplicationBase.Initialize(this, _convaiNPC);
SetCharacterLipSyncing(true);
}
/// <summary>
/// Fires an event with update the Character Lip Syncing State
/// </summary>
/// <param name="value"></param>
private void SetCharacterLipSyncing(bool value)
{
OnCharacterLipSyncing?.Invoke(value);
}
private void OnApplicationQuit()
{
StopLipSync();
}
/// <summary>
/// This function finds the Head skinned mesh renderer components, if present,
/// in the children of the parentTransform using regex.
/// </summary>
/// <param name="parentTransform">The parent transform whose children are searched.</param>
/// <returns>The SkinnedMeshRenderer component of the Head, if found; otherwise, null.</returns>
private SkinnedMeshRenderer GetHeadSkinnedMeshRendererWithRegex(Transform parentTransform)
{
// Initialize a variable to store the found SkinnedMeshRenderer.
SkinnedMeshRenderer findFaceSkinnedMeshRenderer = null;
// Define a regular expression pattern for matching child object names.
Regex regexPattern = new("(.*_Head|CC_Base_Body)");
// Iterate through each child of the parentTransform.
foreach (Transform child in parentTransform)
// Check if the child's name matches the regex pattern.
if (regexPattern.IsMatch(child.name))
{
// If a match is found, get the SkinnedMeshRenderer component of the child.
findFaceSkinnedMeshRenderer = child.GetComponent<SkinnedMeshRenderer>();
// If a SkinnedMeshRenderer is found, break out of the loop.
if (findFaceSkinnedMeshRenderer != null) break;
}
// Return the found SkinnedMeshRenderer (or null if none is found).
return findFaceSkinnedMeshRenderer;
}
/// <summary>
/// This function finds the Teeth skinned mesh renderer components, if present,
/// in the children of the parentTransform using regex.
/// </summary>
/// <param name="parentTransform">The parent transform whose children are searched.</param>
/// <returns>The SkinnedMeshRenderer component of the Teeth, if found; otherwise, null.</returns>
private SkinnedMeshRenderer GetTeethSkinnedMeshRendererWithRegex(Transform parentTransform)
{
// Initialize a variable to store the found SkinnedMeshRenderer for teeth.
SkinnedMeshRenderer findTeethSkinnedMeshRenderer = null;
// Define a regular expression pattern for matching child object names.
Regex regexPattern = new("(.*_Teeth|CC_Base_Body)");
// Iterate through each child of the parentTransform.
foreach (Transform child in parentTransform)
// Check if the child's name matches the regex pattern.
if (regexPattern.IsMatch(child.name))
{
// If a match is found, get the SkinnedMeshRenderer component of the child.
findTeethSkinnedMeshRenderer = child.GetComponent<SkinnedMeshRenderer>();
// If a SkinnedMeshRenderer is found, break out of the loop.
if (findTeethSkinnedMeshRenderer != null) break;
}
// Return the found SkinnedMeshRenderer for teeth (or null if none is found).
return findTeethSkinnedMeshRenderer;
}
/// <summary>
/// This function finds the Tongue skinned mesh renderer components, if present,
/// in the children of the parentTransform using regex.
/// </summary>
/// <param name="parentTransform">The parent transform whose children are searched.</param>
/// <returns>The SkinnedMeshRenderer component of the Tongue, if found; otherwise, null.</returns>
private SkinnedMeshRenderer GetTongueSkinnedMeshRendererWithRegex(Transform parentTransform)
{
// Initialize a variable to store the found SkinnedMeshRenderer for the tongue.
SkinnedMeshRenderer findTongueSkinnedMeshRenderer = null;
// Define a regular expression pattern for matching child object names.
Regex regexPattern = new("(.*_Tongue|CC_Base_Body)");
// Iterate through each child of the parentTransform.
foreach (Transform child in parentTransform)
// Check if the child's name matches the regex pattern.
if (regexPattern.IsMatch(child.name))
{
// If a match is found, get the SkinnedMeshRenderer component of the child.
findTongueSkinnedMeshRenderer = child.GetComponent<SkinnedMeshRenderer>();
// If a SkinnedMeshRenderer is found, break out of the loop.
if (findTongueSkinnedMeshRenderer != null) break;
}
// Return the found SkinnedMeshRenderer for the tongue (or null if none is found).
return findTongueSkinnedMeshRenderer;
}
/// <summary>
/// Purges the latest chuck of lipsync frames
/// </summary>
public void PurgeExcessFrames()
{
ConvaiLipSyncApplicationBase?.PurgeExcessBlendShapeFrames();
}
/// <summary>
/// Stops the Lipsync by clearing the frames queue
/// </summary>
public void StopLipSync()
{
ConvaiLipSyncApplicationBase?.ClearQueue();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 88bce56f6985ef84f8835a0152628fa1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,159 @@
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils.LipSync
{
/// <summary>
/// This Class will serve as a base for any method of Lipsync that Convai will develop or use
/// </summary>
public abstract class ConvaiLipSyncApplicationBase : MonoBehaviour
{
/// <summary>
/// This stores a dictionary of blendshape name and index of the Blendweight it will affect
/// </summary>
protected Dictionary<string, int> _headMapping;
/// <summary>
/// Reference to the Head Skin Mesh Renderer used for lipsync
/// </summary>
protected SkinnedMeshRenderer _headSkinMeshRenderer;
/// <summary>
/// Reference to the Teeth Skin Mesh Renderer used for lipsync
/// </summary>
protected SkinnedMeshRenderer _teethSkinMeshRenderer;
/// <summary>
/// Reference to the Jaw bone gameobject used for lipsync
/// </summary>
private GameObject _jawBone;
/// <summary>
/// Reference to the Tongue bone gameobject used for lipsync
/// </summary>
private GameObject _tongueBone;
/// <summary>
/// Reference to the NPC on which lipsync will be applied
/// </summary>
protected ConvaiNPC _convaiNPC;
protected float _weightMultiplier { get; private set; }
#region Null States of References
protected bool HasHeadSkinnedMeshRenderer { get; private set; }
protected bool HasTeethSkinnedMeshRenderer { get; private set; }
protected bool HasJawBone { get; private set; }
protected bool HasTongueBone { get; private set; }
#endregion
/// <summary>
/// Initializes and setup up of the things necessary for lipsync to work
/// </summary>
/// <param name="convaiLipSync"></param>
/// <param name="convaiNPC"></param>
public virtual void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
{
_headSkinMeshRenderer = convaiLipSync.HeadSkinnedMeshRenderer;
HasHeadSkinnedMeshRenderer = _headSkinMeshRenderer != null;
_teethSkinMeshRenderer = convaiLipSync.TeethSkinnedMeshRenderer;
HasTeethSkinnedMeshRenderer = _teethSkinMeshRenderer != null;
_jawBone = convaiLipSync.jawBone;
HasJawBone = _jawBone != null;
_tongueBone = convaiLipSync.tongueBone;
HasTongueBone = _tongueBone != null;
_convaiNPC = convaiNPC;
_weightMultiplier = convaiLipSync != null ? convaiLipSync.WeightMultiplier : 1;
if (HasHeadSkinnedMeshRenderer)
_headMapping = SetupMapping(GetHeadRegexMapping, _headSkinMeshRenderer);
}
/// <summary>
/// Creates the mapping of blendshape and index it affects during lipsync
/// </summary>
protected Dictionary<string, int> SetupMapping(Func<Dictionary<string, string>> finder, SkinnedMeshRenderer skinnedMeshRenderer)
{
Dictionary<string, int> mapping = new Dictionary<string, int>();
Dictionary<string, string> regexMapping = finder();
foreach (KeyValuePair<string, string> pair in regexMapping)
{
for (int i = 0; i < skinnedMeshRenderer.sharedMesh.blendShapeCount; i++)
{
string blendShapeName = skinnedMeshRenderer.sharedMesh.GetBlendShapeName(i);
Regex regex = new(pair.Value);
if (regex.IsMatch(blendShapeName))
{
mapping.TryAdd(pair.Key, i);
}
}
}
return mapping;
}
/// <summary>
/// Returns a dictionary of blendshape name and regex string used to find the index
/// TODO Modify the override to fit your version of the mapping
/// </summary>
/// <returns></returns>
protected virtual Dictionary<string, string> GetHeadRegexMapping()
{
return new Dictionary<string, string>();
}
/// <summary>
/// Updates the tongue bone rotation to the new rotation
/// </summary>
/// <param name="newRotation"></param>
protected void UpdateTongueBoneRotation(Vector3 newRotation)
{
if (!HasTongueBone) return;
_tongueBone.transform.localEulerAngles = newRotation;
}
/// <summary>
/// Updates the jaw bone rotation to the new rotation
/// </summary>
/// <param name="newRotation"></param>
protected void UpdateJawBoneRotation(Vector3 newRotation)
{
if (!HasJawBone) return;
_jawBone.transform.localEulerAngles = newRotation;
}
/// <summary>
/// Updates the current blendshape or visemes frame
/// </summary>
protected abstract void UpdateBlendShape();
/// <summary>
/// This removes the excess frames in the queue
/// </summary>
public abstract void PurgeExcessBlendShapeFrames();
/// <summary>
/// This resets the whole queue of the frames
/// </summary>
protected bool CanPurge<T>(Queue<T> queue)
{
// ? Should I hardcode the limiter for this check
return queue.Count < 10;
}
public abstract void ClearQueue();
/// <summary>
/// Adds blendshape frames in the queue
/// </summary>
/// <param name="blendshapeFrames"></param>
public virtual void EnqueueQueue(Queue<BlendshapeFrame> blendshapeFrames) { }
/// <summary>
/// Adds Visemes frames in the list
/// </summary>
/// <param name="visemesFrames"></param>
public virtual void EnqueueQueue(Queue<VisemesData> visemesFrames) { }
/// <summary>
/// Adds a blendshape frame in the last queue
/// </summary>
/// <param name="blendshapeFrame"></param>
public virtual void EnqueueFrame(BlendshapeFrame blendshapeFrame) { }
/// <summary>
/// Adds a viseme frame to the last element of the list
/// </summary>
/// <param name="viseme"></param>
public virtual void EnqueueFrame(VisemesData viseme) { }
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bb231034f5b2dee4494498fe9117bda1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,96 @@
using System.Collections.Generic;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils.LipSync
{
public class LipSyncBlendFrameData
{
public enum FrameType
{
Visemes,
Blendshape
}
private readonly int _totalFrames;
private readonly Queue<BlendshapeFrame> _blendShapeFrames = new Queue<BlendshapeFrame>();
private readonly Queue<VisemesData> _visemesFrames = new Queue<VisemesData>();
private readonly GetResponseResponse _getResponseResponse;
private readonly FrameType _frameType;
private int _framesCaptured;
private bool _partiallyProcessed;
public LipSyncBlendFrameData(int totalFrames, GetResponseResponse response, FrameType frameType)
{
_totalFrames = totalFrames;
_framesCaptured = 0;
_getResponseResponse = response;
_frameType = frameType;
//Logger.DebugLog($"Total Frames: {_totalFrames} | {response.AudioResponse.TextData}", Logger.LogCategory.LipSync);
}
public void Enqueue(BlendshapeFrame blendShapeFrame)
{
_blendShapeFrames.Enqueue(blendShapeFrame);
_framesCaptured++;
}
public void Enqueue(VisemesData visemesData)
{
_visemesFrames.Enqueue(visemesData);
}
public void Process(ConvaiNPC npc)
{
if (!_partiallyProcessed)
npc.EnqueueResponse(_getResponseResponse);
switch (_frameType)
{
case FrameType.Visemes:
npc.convaiLipSync.ConvaiLipSyncApplicationBase.EnqueueQueue(new Queue<VisemesData>(_visemesFrames));
break;
case FrameType.Blendshape:
npc.convaiLipSync.ConvaiLipSyncApplicationBase.EnqueueQueue(new Queue<BlendshapeFrame>(_blendShapeFrames));
break;
}
npc.AudioManager.SetWaitForCharacterLipSync(false);
}
public void ProcessPartially(ConvaiNPC npc)
{
if (!_partiallyProcessed)
{
_partiallyProcessed = true;
npc.EnqueueResponse(_getResponseResponse);
npc.AudioManager.SetWaitForCharacterLipSync(false);
}
switch (_frameType)
{
case FrameType.Visemes:
while (_visemesFrames.Count != 0)
{
npc.convaiLipSync.ConvaiLipSyncApplicationBase.EnqueueFrame(_visemesFrames.Dequeue());
}
break;
case FrameType.Blendshape:
while (_blendShapeFrames.Count != 0)
{
npc.convaiLipSync.ConvaiLipSyncApplicationBase.EnqueueFrame(_blendShapeFrames.Dequeue());
}
break;
}
}
public bool CanPartiallyProcess()
{
return _framesCaptured > Mathf.Min(21, _totalFrames * 0.7f);
}
public bool CanProcess()
{
return _framesCaptured == _totalFrames;
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 31db1a9457d64f3d936ff7f5aabfb193
timeCreated: 1708491067

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6158a9323c720f5408c5b7caa77405cc
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,112 @@
using System.Collections.Generic;
using System.Reflection;
using Service;
namespace Convai.Scripts.Utils.LipSync.Types
{
public class ConvaiARKitLipSync : ConvaiVisemesLipSync
{
private Dictionary<string, int> _teethMapping;
public override void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
{
base.Initialize(convaiLipSync, convaiNPC);
if (HasTeethSkinnedMeshRenderer)
_teethMapping = SetupMapping(GetTeethRegexMapping, _teethSkinMeshRenderer);
}
private Dictionary<string, string> GetTeethRegexMapping()
{
string prefix = "(?:[A-Z]\\d{1,2}_)?";
string spacer = "[\\s_]*";
string open = "[Oo]pen";
return new Dictionary<string, string>()
{
{"KK", $"{prefix}[Jj]aw{spacer}{open}"},
{"AA", $"{prefix}[Jj]aw{spacer}[Ff]orward"}
};
}
protected override Dictionary<string, string> GetHeadRegexMapping()
{
string mouth = "[Mm]outh";
string spacer = "[\\s_]*";
string left = "[Ll]eft";
string right = "[Rr]ight";
string lower = "[Ll]ower";
string upper = "[Uu]pper";
string open = "[Oo]pen";
string funnel = "[Ff]unnel";
string pucker = "[Pp]ucker";
string prefix = "(?:[A-Z]\\d{1,2}_)?";
return new Dictionary<string, string>()
{
{"PP", $"{prefix}{mouth}{spacer}{pucker}"},
{"FF", $"{prefix}{mouth}{spacer}{funnel}"},
{"THL", $"{prefix}{mouth}{spacer}{lower}{spacer}[Dd]own{spacer}{left}"},
{"THR", $"{prefix}{mouth}{spacer}{lower}{spacer}[Dd]own{spacer}{right}"},
{"DDL", $"{prefix}{mouth}{spacer}[Pp]ress{spacer}{left}"},
{"DDR", $"{prefix}{mouth}{spacer}[Pp]ress{spacer}{right}"},
{"KK", $"{prefix}[Jj]aw{spacer}{open}"},
{"CHL",$"{prefix}{mouth}{spacer}[Ss]tretch{spacer}{left}"},
{"CHR",$"{prefix}{mouth}{spacer}[Ss]tretch{spacer}{right}"},
{"SSL", $"{prefix}{mouth}{spacer}[Ss]mile{spacer}{left}"},
{"SSR", $"{prefix}{mouth}{spacer}[Ss]mile{spacer}{right}"},
{"NNL", $"{prefix}[Nn]ose{spacer}[Ss]neer{spacer}{left}"},
{"NNR", $"{prefix}[Nn]ose{spacer}[Ss]neer{spacer}{right}"},
{"RRU",$"{prefix}{mouth}{spacer}[Rr]oll{spacer}{upper}"},
{"RRL", $"{prefix}{mouth}{spacer}[Rr]oll{spacer}{lower}"},
{"AA", $"{prefix}[Jj]aw{spacer}{open}"},
{"EL", $"{prefix}{mouth}{spacer}{upper}{spacer}[Uu]p{spacer}{left}"},
{"ER", $"{prefix}{mouth}{spacer}{upper}{spacer}[Uu]p{spacer}{right}"},
{"IHL", $"{prefix}{mouth}{spacer}[Ff]rown{spacer}{left}"},
{"IHR",$"{prefix}{mouth}{spacer}[Ff]rown{spacer}{right}"},
{"OU", $"{prefix}{mouth}{spacer}{pucker}"},
{"OH", $"{prefix}{mouth}{spacer}{funnel}"},
};
}
private void Update()
{
// Check if the dequeued frame is not null.
if (_currentViseme == null) return;
// Check if the frame represents silence (-2 is a placeholder for silence).
if (_currentViseme.Sil == -2) return;
float weight;
List<int> knownHeadIndexs = new List<int>();
List<int> knownTeethIndexs = new List<int>();
foreach (PropertyInfo propertyInfo in typeof(Viseme).GetProperties())
{
if (propertyInfo.PropertyType != typeof(float)) continue;
string fieldName = propertyInfo.Name.ToUpper();
float value = (float)propertyInfo.GetValue(_currentViseme);
weight = fieldName switch
{
"KK" => 1.0f / 1.5f,
"DD" => 1.0f / 0.7f,
"CH" => 1.0f / 2.7f,
"SS" => 1.0f / 1.5f,
"NN" => 1.0f / 2.0f,
"RR" => 1.0f / 0.9f,
"AA" => 1.0f / 2.0f,
"II" => 1.0f / 1.2f,
"OH" => 1.2f,
_ => 1.0f
};
foreach (string s in _possibleCombinations)
{
float weightThisFrame = value * weight * _weightMultiplier;
string modifiedFieldName = fieldName + s;
if (HasHeadSkinnedMeshRenderer)
{
FindAndUpdateBlendWeight(_headSkinMeshRenderer, modifiedFieldName, weightThisFrame, knownHeadIndexs, _headMapping);
}
if (HasTeethSkinnedMeshRenderer)
{
FindAndUpdateBlendWeight(_teethSkinMeshRenderer, modifiedFieldName, weightThisFrame, knownTeethIndexs, _teethMapping);
}
}
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a78929d391d407d46ab3288e15a0700d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,202 @@
using System.Collections.Generic;
using System.Reflection;
using Service;
using UnityEngine;
/*
! This class is a Work in progress and can produce un expected results, Convai does not advise to use this class in production, please use this with extreme caution
*/
namespace Convai.Scripts.Utils.LipSync.Types
{
public class ConvaiBlendShapeLipSync : ConvaiLipSyncApplicationBase
{
private const float A2XFRAMERATE = 1f / 30f;
private Queue<Queue<BlendshapeFrame>> _blendShapesQueue = new();
private ARKitBlendShapes _currentBlendshape;
protected override Dictionary<string, string> GetHeadRegexMapping()
{
#region Regex Finders
string prefix = "(?:[A-Z]\\d{1,2}_)?";
string spacer = "[\\s_]*";
string mouth = "[Mm]outh";
string nose = "[Nn]ose";
string left = "[Ll]eft";
string right = "[Rr]ight";
string up = "[Uu]p";
string down = "[Dd]own";
string lower = "[Ll]ower";
string upper = "[Uu]pper";
string open = "[Oo]pen";
string funnel = "[Ff]unnel";
string pucker = "[Pp]ucker";
string sneer = "[Ss]neer";
string cheek = "[Cc]heek";
string squint = "[Ss]quint";
string brow = "[Bb]row";
string outer = "[Oo]uter";
string inner = "[Ii]nner";
string eye = "[Ee]ye";
string blink = "[Bb]link";
string look = "[Ll]ook";
string In = "[Ii]n";
string Out = "[Oo]ut";
string wide = "[Ww]ide";
string forward = "[Ff]orward";
string jaw = "[Jj]aw";
string close = "[Cc]lose";
string smile = "[Ss]mile";
string frown = "[Ff]rown";
string dimple = "[Dd]imple";
string stretch = "[Ss]tretch";
string roll = "[Rr]oll";
string shrug = "[Ss]hrug";
string press = "[Pp]ress";
#endregion
return new Dictionary<string, string>(){
{"TougueOut", $"{prefix}[Tt]ougue{spacer}[Oo]ut"},
{"NoseSneerRight", $"{prefix}{nose}{spacer}{sneer}{spacer}{right}"},
{"NoseSneerLeft", $"{prefix}{nose}{spacer}{sneer}{spacer}{left}"},
{"CheekSquintRight", $"{prefix}{cheek}{spacer}{squint}{spacer}{right}"},
{"CheekSquintLeft", $"{prefix}{cheek}{spacer}{squint}{spacer}{left}"},
{"CheekPuff", $"{prefix}{cheek}{spacer}[Pp]uff"},
{"BrowDownLeft", $"{prefix}{brow}{spacer}{down}{spacer}{left}"},
{"BrowDownRight", $"{prefix}{brow}{spacer}{down}{spacer}{right}"},
{"BrowInnerUp", $"{prefix}{brow}{spacer}{inner}{spacer}{up}"},
{"BrowOuterUpLeft", $"{prefix}{brow}{spacer}{outer}{spacer}{up}{spacer}{left}"},
{"BrowOuterUpRight", $"{prefix}{brow}{spacer}{outer}{spacer}{up}{spacer}{right}"},
{"EyeBlinkLeft", $"{prefix}{eye}{spacer}{blink}{spacer}{left}"},
{"EyeLookDownLeft",$"{prefix}{eye}{spacer}{look}{spacer}{In}{left}"},
{"EyeLookInLeft", $"{prefix}{eye}{spacer}{look}{spacer}{In}{spacer}{left}"},
{"EyeLookOutLeft", $"{prefix}{eye}{spacer}{look}{spacer}{Out}{spacer}{left}"},
{"EyeLookUpLeft", $"{prefix}{eye}{spacer}{look}{spacer}{up}{spacer}{left}"},
{"EyeSquintLeft", $"{prefix}{eye}{spacer}{squint}{spacer}{left}"},
{"EyeWideLeft", $"{prefix}{eye}{spacer}{wide}{spacer}{left}"},
{"EyeBlinkRight", $"{prefix}{eye}{spacer}{blink}{spacer}{right}"},
{"EyeLookDownRight",$"{prefix}{eye}{spacer}{look}{spacer}{In}{right}"},
{"EyeLookInRight", $"{prefix}{eye}{spacer}{look}{spacer}{In}{spacer}{right}"},
{"EyeLookOutRight", $"{prefix}{eye}{spacer}{look}{spacer}{Out}{spacer}{right}"},
{"EyeLookUpRight", $"{prefix}{eye}{spacer}{look}{spacer}{up}{spacer}{right}"},
{"EyeSquintRight", $"{prefix}{eye}{spacer}{squint}{spacer}{right}"},
{"EyeWideRight", $"{prefix}{eye}{spacer}{wide}{spacer}{right}"},
{"JawForward", $"{prefix}{jaw}{spacer}{forward}"},
{"JawLeft", $"{prefix}{jaw}{spacer}{left}"},
{"JawRight", $"{prefix}{jaw}{spacer}{right}"},
{"JawOpen", $"{prefix}{jaw}{spacer}{open}"},
{"MouthClose", $"{prefix}{mouth}{spacer}{close}"},
{"MouthFunnel", $"{prefix}{mouth}{spacer}{funnel}"},
{"MouthPucker", $"{prefix}{mouth}{spacer}{pucker}"},
{"Mouthleft", $"{prefix}{mouth}{spacer}{left}"},
{"MouthRight", $"{prefix}{mouth}{spacer}{right}"},
{"MouthSmileLeft", $"{prefix}{mouth}{spacer}{smile}{spacer}{left}"},
{"MouthSmileRight", $"{prefix}{mouth}{spacer}{smile}{spacer}{right}"},
{"MouthFrownLeft", $"{prefix}{mouth}{spacer}{frown}{spacer}{left}"},
{"MouthFrownRight", $"{prefix}{mouth}{spacer}{frown}{spacer}{right}"},
{"MouthDimpleLeft", $"{prefix}{mouth}{spacer}{dimple}{spacer}{left}"},
{"MouthDimpleRight", $"{prefix}{mouth}{spacer}{dimple}{spacer}{right}"},
{"MouthStretchLeft", $"{prefix}{mouth}{spacer}{stretch}{spacer}{left}"},
{"MouthStretchRight", $"{prefix}{mouth}{spacer}{stretch}{spacer}{right}"},
{"MouthRollLower", $"{prefix}{mouth}{spacer}{roll}{spacer}{lower}"},
{"MouthRollUpper", $"{prefix}{mouth}{spacer}{roll}{spacer}{upper}"},
{"MouthShrugLower", $"{prefix}{mouth}{spacer}{shrug}{spacer}{lower}"},
{"MouthShrugUpper", $"{prefix}{mouth}{spacer}{shrug}{spacer}{upper}"},
{"MouthPressLeft", $"{prefix}{mouth}{spacer}{press}{spacer}{left}"},
{"MouthPressRight", $"{prefix}{mouth}{spacer}{press}{spacer}{right}"},
{"MouthLowerDownLeft", $"{prefix}{mouth}{spacer}{lower}{spacer}{down}{spacer}{left}"},
{"MouthLowerDownRight", $"{prefix}{mouth}{spacer}{lower}{spacer}{down}{spacer}{right}"},
{"MouthUpperUpLeft", $"{prefix}{mouth}{spacer}{upper}{spacer}{up}{spacer}{left}"},
{"MouthUpperUpRight", $"{prefix}{mouth}{spacer}{upper}{spacer}{up}{spacer}{right}"},
};
}
public override void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
{
base.Initialize(convaiLipSync, convaiNPC);
InvokeRepeating(nameof(UpdateBlendShape), 0, A2XFRAMERATE);
}
protected override void UpdateBlendShape()
{
if (_blendShapesQueue == null || _blendShapesQueue.Count <= 0)
{
_currentBlendshape = new ARKitBlendShapes();
return;
}
if (_blendShapesQueue.Peek().Count == 0)
{
_blendShapesQueue.Dequeue();
return;
}
if (!_convaiNPC.IsCharacterTalking) return;
_currentBlendshape = _blendShapesQueue.Peek().Dequeue().Blendshapes;
}
private void Update()
{
if (_currentBlendshape == null) return;
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, -90.0f - _currentBlendshape.JawOpen * 30f));
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, -5.0f * _currentBlendshape.TongueOut));
if (!HasHeadSkinnedMeshRenderer) return;
foreach (PropertyInfo propertyInfo in typeof(ARKitBlendShapes).GetProperties())
{
if (propertyInfo.PropertyType != typeof(float)) continue;
string fieldName = propertyInfo.Name;
float value = (float)propertyInfo.GetValue(_currentBlendshape);
if (_headMapping.TryGetValue(fieldName, out int index))
{
_headSkinMeshRenderer.SetBlendShapeWeightInterpolate(
index,
value * _weightMultiplier,
Time.deltaTime
);
}
}
}
public override void PurgeExcessBlendShapeFrames()
{
if (_blendShapesQueue.Count <= 0) return;
if (!CanPurge<BlendshapeFrame>(_blendShapesQueue.Peek())) return;
Logger.Info($"Purging {_blendShapesQueue.Peek().Count} frames", Logger.LogCategory.LipSync);
_blendShapesQueue.Dequeue();
}
public override void ClearQueue()
{
_blendShapesQueue = new Queue<Queue<BlendshapeFrame>>();
_currentBlendshape = new ARKitBlendShapes();
}
public override void EnqueueQueue(Queue<BlendshapeFrame> blendshapeFrames)
{
_blendShapesQueue.Enqueue(blendshapeFrames);
}
public override void EnqueueFrame(BlendshapeFrame blendshapeFrame)
{
if (_blendShapesQueue.Count == 0)
{
EnqueueQueue(new Queue<BlendshapeFrame>());
}
_blendShapesQueue.Peek().Enqueue(blendshapeFrame);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ca3ca8129b12656449558f306c86f70d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,162 @@
using System.Collections.Generic;
using System.Reflection;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils.LipSync.Types
{
public class ConvaiOVRLipsync : ConvaiVisemesLipSync
{
private int _firstIndex;
public override void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
{
base.Initialize(convaiLipSync, convaiNPC);
_firstIndex = convaiLipSync.firstIndex;
}
protected override Dictionary<string, string> GetHeadRegexMapping()
{
const string mouth = "[Mm]outh";
const string spacer = "[\\s_]*";
const string left = "[Ll]eft";
const string right = "[Rr]ight";
const string lower = "[Ll]ower";
const string upper = "[Uu]pper";
const string open = "[Oo]pen";
const string funnel = "[Ff]unnel";
const string pucker = "[Pp]ucker";
const string prefix = "(?:[A-Z]\\d{1,2}_)?";
return new Dictionary<string, string>
{
{"PP", $"{prefix}{mouth}{spacer}{pucker}"},
{"FF", $"{prefix}{mouth}{spacer}{funnel}"},
{"THL", $"{prefix}{mouth}{spacer}{lower}{spacer}[Dd]own{spacer}{left}"},
{"THR", $"{prefix}{mouth}{spacer}{lower}{spacer}[Dd]own{spacer}{right}"},
{"DDL", $"{prefix}{mouth}{spacer}[Pp]ress{spacer}{left}"},
{"DDR", $"{prefix}{mouth}{spacer}[Pp]ress{spacer}{right}"},
{"KK", $"{prefix}[Jj]aw{spacer}{open}"},
{"CHL", $"{prefix}{mouth}{spacer}[Ss]tretch{spacer}{left}"},
{"CHR", $"{prefix}{mouth}{spacer}[Ss]tretch{spacer}{right}"},
{"SSL", $"{prefix}{mouth}{spacer}[Ss]mile{spacer}{left}"},
{"SSR", $"{prefix}{mouth}{spacer}[Ss]mile{spacer}{right}"},
{"NNL", $"{prefix}[Nn]ose{spacer}[Ss]neer{spacer}{left}"},
{"NNR", $"{prefix}[Nn]ose{spacer}[Ss]neer{spacer}{right}"},
{"RRU", $"{prefix}{mouth}{spacer}[Rr]oll{spacer}{upper}"},
{"RRL", $"{prefix}{mouth}{spacer}[Rr]oll{spacer}{lower}"},
{"AA", $"{prefix}[Jj]aw{spacer}[Oo]pen"},
{"EL", $"{prefix}{mouth}{spacer}{upper}{spacer}[Uu]p{spacer}{left}"},
{"ER", $"{prefix}{mouth}{spacer}{upper}{spacer}[Uu]p{spacer}{right}"},
{"IHL", $"{prefix}{mouth}{spacer}[Ff]rown{spacer}{left}"},
{"IHR", $"{prefix}{mouth}{spacer}[Ff]rown{spacer}{right}"},
{"OU", $"{prefix}{mouth}{spacer}{pucker}"},
{"OH", $"{prefix}{mouth}{spacer}{funnel}"},
};
}
private void Update()
{
if (_currentViseme == null || _currentViseme.Sil == -2) return;
float weight;
List<int> knownIndexes = new List<int>();
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, -90.0f));
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, -5.0f));
if (HasHeadSkinnedMeshRenderer)
{
foreach (PropertyInfo propertyInfo in typeof(Viseme).GetProperties())
{
if (propertyInfo.PropertyType != typeof(float)) continue;
string fieldName = propertyInfo.Name.ToUpper();
float value = (float)propertyInfo.GetValue(_currentViseme);
weight = fieldName switch
{
"KK" => 1.0f / 1.5f,
"DD" => 1.0f / 0.7f,
"CH" => 1.0f / 2.7f,
"SS" => 1.0f / 1.5f,
"NN" => 1.0f / 2.0f,
"RR" => 1.0f / 0.9f,
"AA" => 1.0f / 2.0f,
"II" => 1.0f / 1.2f,
"OH" => 1.2f,
_ => 1.0f
};
foreach (string s in _possibleCombinations)
{
float weightThisFrame = value * weight * _weightMultiplier;
string modifiedFieldName = fieldName + s;
FindAndUpdateBlendWeight(_headSkinMeshRenderer, modifiedFieldName, weightThisFrame, knownIndexes, _headMapping);
}
}
}
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, CalculateJawRotation()));
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, CalculateTongueRotation()));
if (_teethSkinMeshRenderer.sharedMesh.blendShapeCount < (_firstIndex + 15)) return;
for (int i = 0; i < 15; i++)
{
float visemeValue = GetVisemeValueByIndex(i);
_teethSkinMeshRenderer.SetBlendShapeWeightInterpolate(_firstIndex + i, visemeValue * _weightMultiplier, Time.deltaTime);
}
}
private float CalculateJawRotation()
{
float totalWeight = 0.2f + 0.1f + 0.5f + 0.2f + 0.2f + 1.0f + 0.2f + 0.3f + 0.8f + 0.3f;
float rotation = (0.2f * _currentViseme.Th
+ 0.1f * _currentViseme.Dd
+ 0.5f * _currentViseme.Kk
+ 0.2f * _currentViseme.Nn
+ 0.2f * _currentViseme.Rr
+ 1.0f * _currentViseme.Aa
+ 0.2f * _currentViseme.E
+ 0.3f * _currentViseme.Ih
+ 0.8f * _currentViseme.Oh
+ 0.3f * _currentViseme.Ou) / totalWeight;
return -90.0f - rotation * 30f;
}
private float CalculateTongueRotation()
{
float totalWeight = 0.1f + 0.2f + 0.15f;
float rotation = (0.1f * _currentViseme.Th
+ 0.2f * _currentViseme.Nn
+ 0.15f * _currentViseme.Rr) / totalWeight;
return rotation * 80f - 5f;
}
private float GetVisemeValueByIndex(int index)
{
return index switch
{
0 => _currentViseme.Sil,
1 => _currentViseme.Pp,
2 => _currentViseme.Ff,
3 => _currentViseme.Th,
4 => _currentViseme.Dd,
5 => _currentViseme.Kk,
6 => _currentViseme.Ch,
7 => _currentViseme.Ss,
8 => _currentViseme.Nn,
9 => _currentViseme.Rr,
10 => _currentViseme.Aa,
11 => _currentViseme.E,
12 => _currentViseme.Ih,
13 => _currentViseme.Oh,
14 => _currentViseme.Ou,
_ => 0.0f
};
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 769391e6890ecb0459ada7f3c4fb1400
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,117 @@
using System.Collections.Generic;
using System.Reflection;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils.LipSync.Types
{
public class ConvaiReallusionLipSync : ConvaiVisemesLipSync
{
protected override Dictionary<string, string> GetHeadRegexMapping()
{
string mouth = "[Mm]outh";
string lower = "[Ll]ower";
string spacer = "[\\s_]*";
string prefix = "(?:[A-Z]\\d{1,2}_)?";
return new Dictionary<string, string>()
{
{"PP", $"{prefix}[Vv]{spacer}[Ee]xplosive"},
{"FF", $"{prefix}[Vv]{spacer}[Dd]ental{spacer}[Ll]ip"},
{"TH", $"{prefix}{mouth}{spacer}[Dd]rop{spacer}{lower}"},
{"DDL", $"{prefix}{mouth}{spacer}[Dd]rop{spacer}[Ll]ower"},
{"DDU", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"KKL", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Ll]ower"},
{"KKU", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"CHL",$"{prefix}{mouth}[Dd]rop{spacer}[Ll]ower"},
{"CHU",$"{prefix}{mouth}[Dd]rop{spacer}[Uu]pper"},
{"CHO",$"{prefix}[Vv]{spacer}[Ll]ip{spacer}[Oo]pen"},
{"SSL", $"{prefix}{mouth}{spacer}[Dd]rop{spacer}[Ll]ower"},
{"SSU", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"NNL", $"{prefix}{mouth}{spacer}[Dd]rop{spacer}[Ll]ower"},
{"NNU", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"RR",$"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"AA", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"EL", $"{prefix}{mouth}{spacer}[Dd]rop{spacer}[Ll]ower"},
{"EU", $"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"IHL", $"{prefix}{mouth}{spacer}[Dd]rop{spacer}[Ll]ower"},
{"IHU",$"{prefix}{mouth}{spacer}[Ss]hrug{spacer}[Uu]pper"},
{"OH", $"{prefix}[Vv]{spacer}[Tt]ight{spacer}[Oo]"},
{"OU", $"{prefix}[Vv]{spacer}[Tt]ight{spacer}[Oo]"},
};
}
private void Update()
{
// Check if the dequeued frame is not null.
if (_currentViseme == null) return;
// Check if the frame represents silence (-2 is a placeholder for silence).
if (_currentViseme.Sil == -2) return;
float weight;
List<int> knownIndexs = new List<int>();
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, -90.0f));
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, -5.0f));
if (HasHeadSkinnedMeshRenderer)
{
foreach (PropertyInfo propertyInfo in typeof(Viseme).GetProperties())
{
if (propertyInfo.PropertyType != typeof(float)) continue;
string fieldName = propertyInfo.Name.ToUpper();
float value = (float)propertyInfo.GetValue(_currentViseme);
weight = fieldName switch
{
"TH" => 0.5f,
"DDL" => 0.2f / 0.7f,
"DDU" => 0.5f / 2.7f,
"KKL" => 0.5f / 1.5f,
"KKU" => 1.0f / 1.5f,
"CHL" => 0.7f / 2.7f,
"CHU" => 1.0f / 2.7f,
"CHO" => 1.0f / 2.7f,
"SSL" => 0.5f / 1.5f,
"SSU" => 1.0f / 1.5f,
"NNL" => 0.5f / 2.0f,
"NNU" => 1.0f / 2.0f,
"RR" => 0.5f / 0.9f,
"AA" => 1.0f / 2.0f,
"EL" => 0.7f,
"EU" => 0.3f,
"IHL" => 0.7f / 1.2f,
"IHU" => 0.5f / 1.2f,
"OH" => 1.2f,
_ => 1.0f
};
foreach (string s in _possibleCombinations)
{
float weightThisFrame = value * weight * _weightMultiplier;
string modifiedFieldName = fieldName + s;
FindAndUpdateBlendWeight(_headSkinMeshRenderer, modifiedFieldName, weightThisFrame, knownIndexs, _headMapping);
}
}
}
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, -90.0f - (
0.2f * _currentViseme.Th
+ 0.1f * _currentViseme.Dd
+ 0.5f * _currentViseme.Kk
+ 0.2f * _currentViseme.Nn
+ 0.2f * _currentViseme.Rr
+ 1.0f * _currentViseme.Aa
+ 0.2f * _currentViseme.E
+ 0.3f * _currentViseme.Ih
+ 0.8f * _currentViseme.Oh
+ 0.3f * _currentViseme.Ou
)
/ (0.2f + 0.1f + 0.5f + 0.2f + 0.2f + 1.0f + 0.2f + 0.3f + 0.8f + 0.3f)
* 30f));
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, (
0.1f * _currentViseme.Th
+ 0.2f * _currentViseme.Nn
+ 0.15f * _currentViseme.Rr
)
/ (0.1f + 0.2f + 0.15f)
* 80f - 5f));
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 04cd2132229efcc4f9848b088c03e55b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,102 @@
using System.Collections.Generic;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils.LipSync.Types
{
public abstract class ConvaiVisemesLipSync : ConvaiLipSyncApplicationBase
{
private const float FRAMERATE = 1f / 100.0f;
protected Queue<Queue<VisemesData>> _visemesDataQueue = new Queue<Queue<VisemesData>>();
protected Viseme _currentViseme;
protected List<string> _possibleCombinations = new List<string>();
public override void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
{
base.Initialize(convaiLipSync, convaiNPC);
_possibleCombinations = new List<string> { "", "R", "U", "L", "O" };
InvokeRepeating(nameof(UpdateBlendShape), 0, FRAMERATE);
}
public override void ClearQueue()
{
_visemesDataQueue = new Queue<Queue<VisemesData>>();
_currentViseme = new Viseme();
}
public override void PurgeExcessBlendShapeFrames()
{
if (_visemesDataQueue.Count == 0) return;
if (!CanPurge<VisemesData>(_visemesDataQueue.Peek())) return;
Logger.Info($"Purging {_visemesDataQueue.Peek().Count} Frames", Logger.LogCategory.LipSync);
_visemesDataQueue.Dequeue();
}
protected override void UpdateBlendShape()
{
if (_visemesDataQueue == null || _visemesDataQueue.Count <= 0)
{
_currentViseme = new Viseme();
return;
}
// Dequeue the next frame of visemes data from the faceDataList.
if (_visemesDataQueue.Peek().Count <= 0 || _visemesDataQueue.Peek() == null)
{
_visemesDataQueue.Dequeue();
return;
}
if (!_convaiNPC.IsCharacterTalking) return;
_currentViseme = _visemesDataQueue.Peek().Dequeue().Visemes;
}
protected void FindAndUpdateBlendWeight(SkinnedMeshRenderer renderer, string fieldName, float value, List<int> knownIndexs, Dictionary<string, int> mapping)
{
if (mapping.TryGetValue(fieldName, out int index))
{
if (!knownIndexs.Contains(index))
{
knownIndexs.Add(index);
UpdateWeight(renderer, index, value, true);
}
else
{
UpdateWeight(_headSkinMeshRenderer, index, value, false);
}
}
}
protected virtual void UpdateWeight(SkinnedMeshRenderer renderer, int index, float value, bool firstTime)
{
if (value == 0f)
{
renderer.SetBlendShapeWeight(index, 0);
return;
}
if (FRAMERATE > Time.deltaTime)
{
renderer.SetBlendShapeWeight(index, (firstTime ? 0 : renderer.GetBlendShapeWeight(index)) + value);
}
else
{
renderer.SetBlendShapeWeightInterpolate(index, (firstTime ? 0 : renderer.GetBlendShapeWeight(index)) + value, Time.deltaTime);
}
}
public override void EnqueueQueue(Queue<VisemesData> visemesFrames)
{
_visemesDataQueue.Enqueue(visemesFrames);
}
public override void EnqueueFrame(VisemesData viseme)
{
if (_visemesDataQueue.Count == 0)
{
EnqueueQueue(new Queue<VisemesData>());
}
_visemesDataQueue.Peek().Enqueue(viseme);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1917f6a14d9682440a27a434f0210496
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 533d7f0ec16149f2b19fb5b228e7a1d8
timeCreated: 1705687336

View File

@ -0,0 +1,226 @@
using System;
using System.Collections;
using System.Threading.Tasks;
using Convai.Scripts;
using Convai.Scripts.Utils;
using Convai.Scripts.Utils.LipSync;
using Service;
using UnityEngine;
using Logger = Convai.Scripts.Utils.Logger;
/// <summary>
/// This class is responsible for handling out all the tasks related to NPC to NPC conversation for a NPC of a group
/// </summary>
public class ConvaiGroupNPCController : MonoBehaviour
{
#region Serialized Fields
[Tooltip("The prefab for the speech bubble to display above the NPC. [Optional]")]
[SerializeField]
private NPCSpeechBubble speechBubblePrefab;
[Tooltip("Attach the Main Player Transform here so that distance check can be performed")]
[SerializeField]
private Transform playerTransform;
// The distance from the NPC to the player when the NPC will start talking
[Tooltip("The distance from the NPC to the player when the NPC will start talking. Set to 0 to disable this feature. [Optional]")]
[SerializeField] [Range(0f, 100f)]
private float conversationDistanceThreshold = 5.0f;
#endregion
#region Private Attributes
private const float PLAYER_MOVE_THRESHOLD = 0.5f;
private float CONVERSATION_DISTANCE_THRESHOLD;
private string _finalResponseText = "";
private NPC2NPCGRPCClient _npc2NPCGrpcClient;
private ConvaiLipSync _lipSync;
private Coroutine _checkPlayerVicinityCoroutine;
private FaceModel FaceModel => _lipSync == null ? FaceModel.OvrModelName : _lipSync.faceModel;
#endregion
#region Events
public event Action<string> ShowSpeechBubble;
public event Action HideSpeechBubble;
public event Action<bool, ConvaiGroupNPCController> OnPlayerVicinityChanged;
#endregion
#region Public Attributes
public bool CanRelayMessage { get; set; } = true;
public NPC2NPCConversationManager ConversationManager { get; set; }
public bool IsInConversationWithAnotherNPC { get; set; }
public string CharacterName => ConvaiNPC == null ? string.Empty : ConvaiNPC.characterName;
public string CharacterID => ConvaiNPC == null ? string.Empty : ConvaiNPC.characterID;
public ConvaiNPC ConvaiNPC { get; private set; }
#endregion
/// <summary>
/// Used to set Player GameObject Transform and lip-sync
/// </summary>
private void Awake()
{
if (playerTransform == null) playerTransform = Camera.main.transform;
ConvaiNPC = GetComponent<ConvaiNPC>();
CONVERSATION_DISTANCE_THRESHOLD = conversationDistanceThreshold == 0 ? Mathf.Infinity : conversationDistanceThreshold;
TryGetComponent(out _lipSync);
}
/// <summary>
/// Starts coroutine for player vicinity check and subscribe to necessary events
/// </summary>
private void Start()
{
_checkPlayerVicinityCoroutine = StartCoroutine(CheckPlayerVicinity());
if (TryGetComponent(out ConvaiNPCAudioManager convaiNPCAudio))
{
convaiNPCAudio.OnAudioTranscriptAvailable += HandleAudioTranscriptAvailable;
}
}
/// <summary>
/// Unsubscribes to the events and stops the coroutine
/// </summary>
private void OnDestroy()
{
if (TryGetComponent(out ConvaiNPCAudioManager convaiNPCAudio))
{
convaiNPCAudio.OnAudioTranscriptAvailable -= HandleAudioTranscriptAvailable;
}
if (_checkPlayerVicinityCoroutine != null)
{
StopCoroutine(_checkPlayerVicinityCoroutine);
}
}
/// <summary>
/// Shows speech bubble and adds the received text to final transcript
/// </summary>
/// <param name="transcript"></param>
private void HandleAudioTranscriptAvailable(string transcript)
{
if (IsInConversationWithAnotherNPC)
ShowSpeechBubble?.Invoke(transcript);
_finalResponseText += transcript;
}
/// <summary>
/// Attaches the speech bubble to the NPC game-object
/// </summary>
public void AttachSpeechBubble()
{
if (TryGetComponent(out ConvaiSpeechBubbleController _)) return;
gameObject.AddComponent<ConvaiSpeechBubbleController>().Initialize(speechBubblePrefab, this);
}
/// <summary>
/// Destroys the speech bubble game-object
/// </summary>
public void DetachSpeechBubble()
{
if (TryGetComponent(out ConvaiSpeechBubbleController convaiSpeechBubble)) Destroy(convaiSpeechBubble);
}
/// <summary>
/// Store the references of the client and subscribe to the necessary events
/// </summary>
/// <param name="client"></param>
public void InitializeNpc2NpcGrpcClient(NPC2NPCGRPCClient client)
{
_npc2NPCGrpcClient = client;
}
/// <summary>
/// Every 0.5 seconds updates if player is near or not and fire events according to the state
/// </summary>
/// <returns></returns>
private IEnumerator CheckPlayerVicinity()
{
bool previousState = false;
Vector3 previousPlayerPosition = Vector3.zero;
yield return new WaitForSeconds(0.1f);
while (true)
{
Vector3 currentPlayerPosition = playerTransform.transform.position;
// Check if the player has moved more than a certain threshold distance
if (Vector3.Distance(previousPlayerPosition, currentPlayerPosition) > PLAYER_MOVE_THRESHOLD)
{
// Calculate the distance between the NPC and the player
float distanceToPlayer = Vector3.Distance(transform.position, currentPlayerPosition);
// Check if the player is within the threshold distance
bool isPlayerCurrentlyNear = distanceToPlayer <= CONVERSATION_DISTANCE_THRESHOLD;
// If the player's current vicinity state is different from the previous state, raise the event
if (isPlayerCurrentlyNear != previousState && !ConvaiNPC.isCharacterActive)
{
OnPlayerVicinityChanged?.Invoke(isPlayerCurrentlyNear, this);
previousState = isPlayerCurrentlyNear; // Update the previous state
Debug.Log($"Player is currently near {ConvaiNPC.characterName}: {isPlayerCurrentlyNear}");
}
previousPlayerPosition = currentPlayerPosition; // Update the player's previous position
// Check every half second
}
yield return new WaitForSeconds(0.5f);
}
}
/// <summary>
/// Sends the text to the other NPC in the group
/// </summary>
/// <param name="message"></param>
public async void SendTextDataNPC2NPC(string message)
{
if (_npc2NPCGrpcClient == null)
{
Logger.Warn("No GRPC client initialized for this NPC.", Logger.LogCategory.Character);
return;
}
try
{
CanRelayMessage = false;
await Task.Delay(500);
await _npc2NPCGrpcClient.SendTextData(
userText: message,
characterID: ConvaiNPC.characterID,
sessionID: ConvaiNPC.sessionID,
isLipSyncActive: _lipSync != null,
faceModel: FaceModel);
}
catch (Exception ex)
{
Logger.Warn($"Error sending message data for NPC2NPC: {ex.Message}", Logger.LogCategory.Character);
}
}
public void EndOfResponseReceived()
{
if (TryGetComponent(out ConvaiNPCAudioManager convaiNPCAudio))
{
convaiNPCAudio.OnCharacterTalkingChanged += SendFinalTranscriptToOtherNPC;
}
}
private void SendFinalTranscriptToOtherNPC(bool isTalking)
{
if (IsInConversationWithAnotherNPC)
{
if (!isTalking)
{
if (TryGetComponent(out ConvaiNPCAudioManager convaiNPCAudio))
{
convaiNPCAudio.OnCharacterTalkingChanged -= SendFinalTranscriptToOtherNPC;
}
ConversationManager.RelayMessage(_finalResponseText, this);
_finalResponseText = "";
HideSpeechBubble?.Invoke();
}
else
{
Logger.DebugLog($"{ConvaiNPC.characterName} is currently still talking. ", Logger.LogCategory.Character);
}
}
}
public bool IsPlayerNearMe()
{
bool result = Vector3.Distance(transform.position, playerTransform.position) < CONVERSATION_DISTANCE_THRESHOLD;
Logger.Info($"Player is near {CharacterName}: {result}", Logger.LogCategory.Character);
return result;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 74d3f2dd15d074a429eeea8c31f80b13
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,297 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Convai.Scripts.Runtime.Utils;
using Convai.Scripts.Utils;
using Grpc.Core;
using Service;
using UnityEngine;
using Logger = Convai.Scripts.Utils.Logger;
using Random = UnityEngine.Random;
/// <summary>
/// Manages the conversation between two Convai powered NPC groups
/// </summary>
public class NPC2NPCConversationManager : MonoBehaviour
{
private const string GRPC_API_ENDPOINT = "stream.convai.com";
public static NPC2NPCConversationManager Instance;
public List<NPCGroup> npcGroups;
private readonly List<NPCGroup> _groupsWhereConversationEnded = new();
private string _apiKey = string.Empty;
private void Awake()
{
if (Instance == null)
Instance = this;
else
Destroy(gameObject);
LoadApiKey();
}
private void Start()
{
foreach (NPCGroup group in npcGroups)
group.Initialize(HandlePlayerVicinityChanged);
StartConversationWithAllNPCs();
}
/// <summary>
/// Handles the event of player vicinity change.
/// </summary>
/// <param name="isPlayerNear">Indicates if the player is near.</param>
/// <param name="npc">The NPC for which the vicinity changed.</param>
private void HandlePlayerVicinityChanged(bool isPlayerNear, ConvaiGroupNPCController npc)
{
if (isPlayerNear)
ResumeConversation(npc);
}
/// <summary>
/// Processes the message from the sender NPC.
/// </summary>
/// <param name="sender">The NPC sending the message.</param>
/// <param name="topic">The topic of the conversation.</param>
/// <param name="message">The message to be processed.</param>
/// <returns>The processed message.</returns>
private string ProcessMessage(ConvaiGroupNPCController sender, string topic, string message)
{
string processedMessage = $"{sender.CharacterName} said \"{message}\" to you. Reply to it. ";
processedMessage += Random.Range(0, 2) == 0
? $"Talk about something related to {message}. "
: $"Talk about something other than \"{message}\" but related to {topic}. Gently change the conversation topic. ";
return processedMessage + "Definitely, reply to the message. Dont address speaker. Keep the reply short. Do not repeat the same message, or keep asking same question.";
}
/// <summary>
/// Relays the message from the sender NPC.
/// </summary>
/// <param name="message">The message to be relayed.</param>
/// <param name="sender">The NPC sending the message.</param>
/// <param name="performSwitch"></param>
public void RelayMessage(string message, ConvaiGroupNPCController sender, bool performSwitch = true)
{
NPCGroup npcGroup = npcGroups.Find(c => c.BelongToGroup(sender));
if (npcGroup == null)
{
Debug.LogError("Conversation not found for the sender.");
return;
}
npcGroup.messageToRelay = message;
if (performSwitch) SwitchSpeaker(npcGroup.CurrentSpeaker);
if (!npcGroup.CurrentSpeaker.IsPlayerNearMe()) return;
StartCoroutine(RelayMessageCoroutine(message, npcGroup));
}
/// <summary>
/// Coroutine to relay the message from the sender NPC.
/// </summary>
/// <param name="message">The message to be relayed.</param>
/// <param name="npcGroup"> The NPC group to relay the message to. </param>
/// <returns>An IEnumerator to be used in a coroutine.</returns>
private IEnumerator RelayMessageCoroutine(string message, NPCGroup npcGroup)
{
yield return new WaitForSeconds(0.5f);
try
{
ConvaiGroupNPCController receiver = npcGroup.CurrentSpeaker;
if (!receiver.CanRelayMessage) yield break;
Logger.DebugLog($"Relaying message from {npcGroup.CurrentListener.CharacterName} to {receiver.CharacterName}: {message}", Logger.LogCategory.Character);
string processedMessage = ProcessMessage(npcGroup.CurrentListener, npcGroup.topic, message);
receiver.SendTextDataNPC2NPC(processedMessage);
}
catch (Exception e)
{
Logger.Warn($"Failed to relay message: {e.Message}", Logger.LogCategory.Character);
}
}
/// <summary>
/// Switches the speaker in the conversation.
/// </summary>
/// <param name="currentSpeaker">The current speaker NPC.</param>
/// <returns>The new speaker NPC.</returns>
private void SwitchSpeaker(ConvaiGroupNPCController currentSpeaker)
{
NPCGroup group = npcGroups.Find(g => g.CurrentSpeaker == currentSpeaker);
if (group != null)
{
group.CurrentSpeaker = currentSpeaker == group.GroupNPC1 ? group.GroupNPC2 : group.GroupNPC1;
Logger.DebugLog($"Switching NPC2NPC Speaker to {group.CurrentSpeaker}", Logger.LogCategory.Character);
return;
}
Logger.Warn("Failed to switch speaker. Current speaker not found in any group.", Logger.LogCategory.Character);
}
private void LoadApiKey()
{
ConvaiAPIKeySetup.GetAPIKey(out _apiKey);
}
/// <summary>
/// Initializes a single NPC for conversation.
/// </summary>
/// <param name="npc">The NPC to initialize.</param>
/// <param name="grpcClient">The GRPC client to use for the NPC.</param>
private void InitializeNPC(ConvaiGroupNPCController npc, NPC2NPCGRPCClient grpcClient)
{
if (npc == null)
{
Debug.LogWarning("The given NPC is null.");
return;
}
npc.ConversationManager = this;
npc.InitializeNpc2NpcGrpcClient(grpcClient);
npc.AttachSpeechBubble();
npc.IsInConversationWithAnotherNPC = true;
npc.ConvaiNPC.isCharacterActive = false;
}
/// <summary>
/// Starts the conversation for the given NPC.
/// </summary>
/// <param name="npcGroup">The NPC to start the conversation for.</param>
private void InitializeNPCGroup(NPCGroup npcGroup)
{
if (npcGroup == null)
{
Debug.LogWarning("The given NPC is not part of any group.");
return;
}
ConvaiGroupNPCController npc1 = npcGroup.GroupNPC1;
ConvaiGroupNPCController npc2 = npcGroup.GroupNPC2;
if (npc1.IsInConversationWithAnotherNPC || npc2.IsInConversationWithAnotherNPC)
{
Debug.LogWarning($"{npc1.CharacterName} or {npc2.CharacterName} is already in a conversation.");
return;
}
NPC2NPCGRPCClient grpcClient = CreateAndInitializeGRPCClient(npcGroup);
// Initialize both NPCs
InitializeNPC(npc1, grpcClient);
InitializeNPC(npc2, grpcClient);
npcGroup.CurrentSpeaker = Random.Range(0, 10) % 2 == 0 ? npc1 : npc2;
}
/// <summary>
/// Creates and initializes a new GRPC client for the given NPC group.
/// </summary>
/// <param name="group">The NPC group to create the GRPC client for.</param>
/// <returns>The initialized GRPC client.</returns>
private NPC2NPCGRPCClient CreateAndInitializeGRPCClient(NPCGroup group)
{
GameObject grpcClientGameObject = new($"GRPCClient_{group.GroupNPC1.CharacterID}_{group.GroupNPC2.CharacterID}")
{
transform = { parent = transform }
};
NPC2NPCGRPCClient grpcClient = grpcClientGameObject.AddComponent<NPC2NPCGRPCClient>();
ConvaiService.ConvaiServiceClient serviceClient = CreateNewConvaiServiceClient();
grpcClient.Initialize(_apiKey, serviceClient, group);
return grpcClient;
}
/// <summary>
/// Creates a new ConvaiServiceClient.
/// </summary>
/// <returns> The new ConvaiServiceClient. </returns>
private ConvaiService.ConvaiServiceClient CreateNewConvaiServiceClient()
{
try
{
SslCredentials credentials = new();
Channel channel = new(GRPC_API_ENDPOINT, credentials);
return new ConvaiService.ConvaiServiceClient(channel);
}
catch (Exception ex)
{
Logger.Error($"Failed to create ConvaiServiceClient: {ex.Message}", Logger.LogCategory.Character);
throw;
}
}
/// <summary>
/// Resumes the conversation for the given NPC.
/// </summary>
/// <param name="sender"> The NPC to resume the conversation for. </param>
private void ResumeConversation(ConvaiGroupNPCController sender)
{
NPCGroup npcGroup = npcGroups.Find(g => g.BelongToGroup(sender));
if (npcGroup.IsAnyoneTalking()) return;
if (_groupsWhereConversationEnded.Contains(npcGroup))
{
InitializeNPCGroup(npcGroup);
_groupsWhereConversationEnded.Remove(npcGroup);
}
if (string.IsNullOrEmpty(npcGroup.messageToRelay))
{
string message = $"Talk about {npcGroup.topic}.";
npcGroup.CurrentSpeaker.SendTextDataNPC2NPC(message);
npcGroup.messageToRelay = message;
Debug.Log($"Starting conversation for the first time between {npcGroup.GroupNPC1.CharacterName} and {npcGroup.GroupNPC2.CharacterName}");
}
else
{
RelayMessage(npcGroup.messageToRelay, npcGroup.CurrentSpeaker, false);
Debug.Log($"Resuming conversation between {npcGroup.GroupNPC1.CharacterName} and {npcGroup.GroupNPC2.CharacterName}");
}
}
/// <summary>
/// Ends the conversation for the given NPC.
/// </summary>
/// <param name="npc"> The NPC to end the conversation for. </param>
public void EndConversation(ConvaiGroupNPCController npc)
{
NPCGroup group = npcGroups.Find(g => g.BelongToGroup(npc));
Debug.Log($"Ending conversation between {group.GroupNPC1.CharacterName} and {group.GroupNPC2.CharacterName}");
void EndConversationForNPC(ConvaiGroupNPCController groupNPC)
{
groupNPC.IsInConversationWithAnotherNPC = false;
groupNPC.ConvaiNPC.InterruptCharacterSpeech();
groupNPC.GetComponent<ConvaiGroupNPCController>().DetachSpeechBubble();
}
EndConversationForNPC(group.GroupNPC1);
EndConversationForNPC(group.GroupNPC2);
_groupsWhereConversationEnded.Add(group);
ConvaiNPCManager.Instance.SetActiveConvaiNPC(npc.ConvaiNPC);
Destroy(transform.Find($"GRPCClient_{group.GroupNPC1.CharacterID}_{group.GroupNPC2.CharacterID}").gameObject);
}
/// <summary>
/// Starts the conversation with all NPCs.
/// </summary>
private void StartConversationWithAllNPCs()
{
IEnumerable filteredList = npcGroups
.Where(npcGroup => npcGroup.BothNPCAreNotNull())
.Where(npcGroup => npcGroup.BothNPCAreNotActiveNPC());
foreach (NPCGroup npcGroup in filteredList)
InitializeNPCGroup(npcGroup);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e5c3956535ee405983974a5434b6f4a4
timeCreated: 1705687346

View File

@ -0,0 +1,240 @@
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Convai.Scripts.Utils.LipSync;
using Grpc.Core;
using Service;
using UnityEngine;
namespace Convai.Scripts.Utils
{
/// <summary>
/// Represents an NPC2NPCGRPCClient that can be used to communicate with the ConvaiService using gRPC.
/// </summary>
public class NPC2NPCGRPCClient : MonoBehaviour
{
private readonly CancellationTokenSource _cancellationTokenSource = new();
private string _apiKey;
private ConvaiService.ConvaiServiceClient _client;
private NPCGroup _npcGroup;
private void OnDestroy()
{
_cancellationTokenSource?.Cancel();
_cancellationTokenSource?.Dispose();
}
/// <summary>
/// Initializes the NPC2NPCGRPCClient with the given API key and ConvaiService client.
/// </summary>
/// <param name="apiKey">The API key to use for authentication.</param>
/// <param name="client">The ConvaiService client to use for communication.</param>
public void Initialize(string apiKey, ConvaiService.ConvaiServiceClient client, NPCGroup group)
{
_apiKey = apiKey;
_client = client;
_npcGroup = group;
}
/// <summary>
/// Creates an AsyncDuplexStreamingCall with the specified headers.
/// </summary>
/// <returns>An AsyncDuplexStreamingCall with the specified headers.</returns>
private AsyncDuplexStreamingCall<GetResponseRequest, GetResponseResponse> GetAsyncDuplexStreamingCallOptions()
{
Metadata headers = new()
{
{ "source", "Unity" },
{ "version", "3.0.0" }
};
CallOptions options = new(headers);
return _client.GetResponse(options);
}
/// <summary>
/// Sends the specified user text to the server and receives a response.
/// </summary>
/// <param name="userText">The user text to send to the server.</param>
/// <param name="characterID">The ID of the character to use for the request.</param>
/// <param name="sessionID">The ID of the session to use for the request.</param>
/// <param name="isLipSyncActive">Whether lip sync is active for the request.</param>
/// <param name="faceModel">The face model to use for the request.</param>
/// <returns>A task that represents the asynchronous operation.</returns>
public async Task SendTextData(string userText, string characterID, string sessionID, bool isLipSyncActive, FaceModel faceModel)
{
AsyncDuplexStreamingCall<GetResponseRequest, GetResponseResponse> call = GetAsyncDuplexStreamingCallOptions();
GetResponseRequest getResponseConfigRequest = CreateGetResponseRequest(characterID, sessionID, isLipSyncActive, faceModel, false, null);
try
{
await call.RequestStream.WriteAsync(getResponseConfigRequest);
await call.RequestStream.WriteAsync(new GetResponseRequest
{
GetResponseData = new GetResponseRequest.Types.GetResponseData
{
TextData = userText
}
});
await call.RequestStream.CompleteAsync();
Task receiveResultsTask = Task.Run(
async () => { await ReceiveResultFromServer(call, _cancellationTokenSource.Token); },
_cancellationTokenSource.Token);
await receiveResultsTask.ConfigureAwait(false);
}
catch (Exception)
{
// ignored
}
}
/// <summary>
/// Creates a GetResponseRequest with the specified parameters.
/// </summary>
/// <param name="characterID">The ID of the character to use for the request.</param>
/// <param name="sessionID">The ID of the session to use for the request.</param>
/// <param name="isLipSyncActive">Whether lip sync is active for the request.</param>
/// <param name="faceModel">The face model to use for the request.</param>
/// <param name="isActionActive">Whether action is active for the request.</param>
/// <param name="actionConfig">The action configuration to use for the request.</param>
/// <returns>A GetResponseRequest with the specified parameters.</returns>
private GetResponseRequest CreateGetResponseRequest(string characterID, string sessionID, bool isLipSyncActive, FaceModel faceModel, bool isActionActive,
ActionConfig actionConfig)
{
GetResponseRequest getResponseConfigRequest = new()
{
GetResponseConfig = new GetResponseRequest.Types.GetResponseConfig
{
CharacterId = characterID,
ApiKey = _apiKey,
SessionId = sessionID,
AudioConfig = new AudioConfig
{
EnableFacialData = isLipSyncActive,
FaceModel = faceModel
}
}
};
if (isActionActive)
getResponseConfigRequest.GetResponseConfig.ActionConfig = actionConfig;
return getResponseConfigRequest;
}
/// <summary>
/// Receives a response from the server asynchronously.
/// </summary>
/// <param name="call">The AsyncDuplexStreamingCall to use for receiving the response.</param>
/// <param name="cancellationToken">The cancellation token to use for cancelling the operation.</param>
/// <returns>A task that represents the asynchronous operation.</returns>
private async Task ReceiveResultFromServer(AsyncDuplexStreamingCall<GetResponseRequest, GetResponseResponse> call, CancellationToken cancellationToken)
{
Logger.Info("Receiving response from server", Logger.LogCategory.Character);
ConvaiNPC convaiNPC = _npcGroup.CurrentSpeaker.ConvaiNPC;
_npcGroup.CurrentSpeaker.CanRelayMessage = true;
Queue<LipSyncBlendFrameData> lipSyncBlendFrameQueue = new Queue<LipSyncBlendFrameData>();
bool firstSilFound = false;
while (!cancellationToken.IsCancellationRequested && await call.ResponseStream.MoveNext(cancellationToken).ConfigureAwait(false))
try
{
GetResponseResponse result = call.ResponseStream.Current;
// Process the received response here
if (result.AudioResponse != null)
{
if (result.AudioResponse.AudioData != null)
// Add response to the list in the active NPC
{
if (result.AudioResponse.AudioData.ToByteArray().Length > 46)
{
byte[] wavBytes = result.AudioResponse.AudioData.ToByteArray();
// will only work for wav files
WavHeaderParser parser = new(wavBytes);
if (convaiNPC.convaiLipSync == null)
{
Logger.DebugLog($"Enqueuing responses: {result.AudioResponse.TextData}", Logger.LogCategory.LipSync);
convaiNPC.EnqueueResponse(result);
}
else
{
LipSyncBlendFrameData.FrameType frameType =
convaiNPC.convaiLipSync.faceModel == FaceModel.OvrModelName
? LipSyncBlendFrameData.FrameType.Visemes
: LipSyncBlendFrameData.FrameType.Blendshape;
lipSyncBlendFrameQueue.Enqueue(
new LipSyncBlendFrameData(
(int)(parser.CalculateDurationSeconds() * 30),
result,
frameType
)
);
}
}
if (result.AudioResponse.VisemesData != null)
{
if (convaiNPC.convaiLipSync != null)
{
//Logger.Info(result.AudioResponse.VisemesData, Logger.LogCategory.LipSync);
if (result.AudioResponse.VisemesData.Visemes.Sil == -2 || result.AudioResponse.EndOfResponse)
{
if (firstSilFound)
{
lipSyncBlendFrameQueue.Dequeue().Process(convaiNPC);
}
firstSilFound = true;
}
else
lipSyncBlendFrameQueue.Peek().Enqueue(result.AudioResponse.VisemesData);
}
}
if (result.AudioResponse.BlendshapesFrame != null)
{
if (convaiNPC.convaiLipSync != null)
{
if (lipSyncBlendFrameQueue.Peek().CanProcess() || result.AudioResponse.EndOfResponse)
{
lipSyncBlendFrameQueue.Dequeue().Process(convaiNPC);
}
else
{
lipSyncBlendFrameQueue.Peek().Enqueue(result.AudioResponse.BlendshapesFrame);
if (lipSyncBlendFrameQueue.Peek().CanPartiallyProcess())
{
lipSyncBlendFrameQueue.Peek().ProcessPartially(convaiNPC);
}
}
}
}
if (result.AudioResponse.EndOfResponse)
{
MainThreadDispatcher.Instance.RunOnMainThread(() =>
{
_npcGroup.CurrentSpeaker.EndOfResponseReceived();
});
}
}
}
}
catch (RpcException rpcException)
{
if (rpcException.StatusCode == StatusCode.Cancelled)
Logger.Error(rpcException, Logger.LogCategory.Character);
else
throw;
}
catch (Exception ex)
{
Logger.DebugLog(ex, Logger.LogCategory.Character);
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dc8dba94e7504aab878f30a19a55fa5a
timeCreated: 1708531595

View File

@ -0,0 +1,71 @@
using System;
using Convai.Scripts;
using Convai.Scripts.Utils;
using UnityEngine;
/// <summary>
/// A group of NPCs that are currently conversing with each other.
/// </summary>
[Serializable]
public class NPCGroup
{
[field: SerializeField] public ConvaiGroupNPCController GroupNPC1 { get; private set; }
[field: SerializeField] public ConvaiGroupNPCController GroupNPC2 { get; private set; }
public string topic;
[ReadOnly] public string messageToRelay;
public ConvaiGroupNPCController CurrentSpeaker { get; set; }
public ConvaiGroupNPCController CurrentListener => CurrentSpeaker == GroupNPC1 ? GroupNPC2 : GroupNPC1;
private bool _isPlayerNearGroup;
private Action<bool, ConvaiGroupNPCController> _vicinityChangedCallback;
public void Initialize(Action<bool, ConvaiGroupNPCController> vicinityChangedCallback)
{
_vicinityChangedCallback = vicinityChangedCallback;
GroupNPC1.OnPlayerVicinityChanged += HandleVicinity;
GroupNPC1.OnPlayerVicinityChanged += HandleVicinity;
}
~NPCGroup()
{
GroupNPC1.OnPlayerVicinityChanged -= HandleVicinity;
GroupNPC1.OnPlayerVicinityChanged -= HandleVicinity;
}
private void HandleVicinity(bool isPlayerNear, ConvaiGroupNPCController npc)
{
if (isPlayerNear && !_isPlayerNearGroup)
{
_isPlayerNearGroup = true;
_vicinityChangedCallback?.Invoke(true, npc);
}
if (!isPlayerNear && _isPlayerNearGroup)
{
_isPlayerNearGroup = false;
_vicinityChangedCallback?.Invoke(false, npc);
}
}
public bool IsAnyoneTalking()
{
return GroupNPC1.ConvaiNPC.IsCharacterTalking || GroupNPC2.ConvaiNPC.IsCharacterTalking;
}
public bool BelongToGroup(ConvaiGroupNPCController controller)
{
return controller.CharacterID == GroupNPC1.CharacterID || controller.CharacterID == GroupNPC2.CharacterID;
}
public bool BothNPCAreNotNull()
{
return GroupNPC1 != null && GroupNPC2 != null;
}
public bool BothNPCAreNotActiveNPC()
{
ConvaiNPC activeNPC = ConvaiNPCManager.Instance.activeConvaiNPC;
string activeNPCId = activeNPC != null ? activeNPC.characterID : string.Empty;
return !GroupNPC1.CharacterID.Equals(activeNPCId) && !GroupNPC2.CharacterID.Equals(activeNPCId);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6c1f1924c9c44d79a1c9abfaeb720f83
timeCreated: 1713324738

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0c6246458db44b939c322f228563602e
timeCreated: 1712719472

View File

@ -0,0 +1,33 @@
using UnityEngine;
public class ConvaiSpeechBubbleController : MonoBehaviour
{
ConvaiGroupNPCController _convaiGroupNPC;
NPCSpeechBubble _speechBubble;
public void Initialize(NPCSpeechBubble speechBubbleDisplay, ConvaiGroupNPCController convaiGroupNPC)
{
if (_speechBubble != null) return;
_speechBubble = Instantiate(speechBubbleDisplay, transform);
_convaiGroupNPC = convaiGroupNPC;
_convaiGroupNPC.ShowSpeechBubble += ConvaiNPC_ShowSpeechBubble;
_convaiGroupNPC.HideSpeechBubble += ConvaiNPC_HideSpeechBubble;
}
private void ConvaiNPC_HideSpeechBubble()
{
_speechBubble.HideSpeechBubble();
}
private void ConvaiNPC_ShowSpeechBubble(string text)
{
_speechBubble.ShowSpeechBubble(text);
}
void OnDestroy()
{
_convaiGroupNPC.ShowSpeechBubble -= ConvaiNPC_ShowSpeechBubble;
_convaiGroupNPC.HideSpeechBubble -= ConvaiNPC_HideSpeechBubble;
Destroy(_speechBubble.gameObject);
_speechBubble = null;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e4c8a9e9735c471493ad93d4f677e7de
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
/// <summary>
/// Interface for displaying speech bubbles.
/// </summary>
public interface ISpeechBubbleDisplay
{
void ShowSpeechBubble(string text);
void HideSpeechBubble();
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6c1403fe2d584d4abbb9e6588b8035f7
timeCreated: 1712719388

View File

@ -0,0 +1,26 @@
using TMPro;
using UnityEngine;
public class NPCSpeechBubble : MonoBehaviour, ISpeechBubbleDisplay
{
[SerializeField] private TMP_Text speechBubbleText;
[SerializeField] private Canvas speechBubbleCanvas;
/// <summary>
/// Show the speech bubble with the given text.
/// </summary>
/// <param name="text"> The text to display in the speech bubble. </param>
public void ShowSpeechBubble(string text)
{
speechBubbleText.text = text;
speechBubbleCanvas.enabled = true;
}
/// <summary>
/// Hide the speech bubble.
/// </summary>
public void HideSpeechBubble()
{
speechBubbleCanvas.enabled = false;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8a26c5b33822429bb443f94d041a3374
timeCreated: 1712719408

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Convai/Scripts/Narrative Design.meta
guid: 0e7719b16b26ad348a9cd33d522adf6e
folderAsset: yes
========
guid: 3e8de7ddca083724bb9b286f52bbbc65
>>>>>>>> january-24-nightly:Assets/Convai/Convai Custom Unity Packages/ConvaiiOSBuild.unitypackage.meta
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b390e5b7c8d51a44fa4f560d93e8067f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,53 @@
using System;
using UnityEngine;
using UnityEngine.Events;
namespace Convai.Scripts.Narrative_Design.Models
{
/// <summary>
/// Data class for Section Change Events
/// </summary>
[Serializable]
public class SectionChangeEventsData
{
[SerializeField] public string id;
[SerializeField] public UnityEvent onSectionStart;
[SerializeField] public UnityEvent onSectionEnd;
private NarrativeDesignManager _manager;
private string SectionName
{
get
{
if (_manager == null) return string.Empty;
SectionData sectionData = _manager.sectionDataList.Find(s => s.sectionId == id);
return sectionData?.sectionName ?? "Unknown Section";
}
}
/// <summary>
/// Initialize the Section Change Events
/// </summary>
/// <param name="manager"> The Narrative Design Manager </param>
public void Initialize(NarrativeDesignManager manager)
{
_manager = manager;
onSectionStart.RemoveListener(LogSectionStart);
onSectionStart.AddListener(LogSectionStart);
onSectionEnd.RemoveListener(LogSectionEnd);
onSectionEnd.AddListener(LogSectionEnd);
}
private void LogSectionStart()
{
Debug.Log($"Section {SectionName} started");
}
private void LogSectionEnd()
{
Debug.Log($"Section {SectionName} ended");
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 32b4f9b2242945c19917f76c7ceb0a71
timeCreated: 1707390195

View File

@ -0,0 +1,37 @@
using System;
using Newtonsoft.Json;
using UnityEngine;
namespace Convai.Scripts.Narrative_Design.Models
{
/// <summary>
/// Data class for Section Data
/// </summary>
[Serializable]
public class SectionData
{
[JsonProperty("section_id")] [ReadOnly] [SerializeField]
public string sectionId;
[JsonProperty("section_name")] [ReadOnly] [SerializeField]
public string sectionName;
[JsonProperty("bt_constants")] [HideInInspector] [SerializeField]
public string behaviorTreeConstants;
[JsonProperty("objective")] [ReadOnly] [SerializeField]
public string objective;
[JsonProperty("character_id")] [ReadOnly] [HideInInspector] [SerializeField]
public string characterId;
[JsonProperty("decisions")] [ReadOnly] public object Decisions;
[JsonProperty("parents")] [ReadOnly] public object Parents;
[JsonProperty("triggers")] [ReadOnly] public object Triggers;
[JsonProperty("updated_character_data")] [ReadOnly]
public object UpdatedCharacterData;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 98ee0e1dea8bb8c4ba9fe2daf30e9960
timeCreated: 1706764030

View File

@ -0,0 +1,25 @@
using System;
using Newtonsoft.Json;
using UnityEngine;
namespace Convai.Scripts.Narrative_Design.Models
{
[Serializable]
public class TriggerData
{
[JsonProperty("trigger_id")] [ReadOnly] [SerializeField]
public string triggerId;
[JsonProperty("trigger_name")] [ReadOnly] [SerializeField]
public string triggerName;
[JsonProperty("trigger_message")] [ReadOnly] [SerializeField]
public string triggerMessage;
[JsonProperty("destination_section")] [ReadOnly] [SerializeField]
public string destinationSection;
[JsonProperty("character_id")] [HideInInspector] [SerializeField]
public string characterId;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ed95a107485d00746a551222f53d0950
timeCreated: 1706764014

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ecfb3b2eea944946a1d2336205b5eaad
timeCreated: 1706853590

View File

@ -0,0 +1,150 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Http;
using System.Net.Http.Headers;
using System.Text;
using System.Threading.Tasks;
using Convai.Scripts.Runtime.Utils;
using Newtonsoft.Json;
using UnityEngine;
/// <summary>
/// API client for the Narrative Design API.
/// </summary>
public class NarrativeDesignAPI
{
private const string BASE_URL = "https://api.convai.com/character/narrative/";
private readonly HttpClient _httpClient;
/// <summary>
/// Initializes a new instance of the <see cref="NarrativeDesignAPI" /> class.
/// </summary>
public NarrativeDesignAPI()
{
_httpClient = new HttpClient
{
// Set a default request timeout if needed
Timeout = TimeSpan.FromSeconds(30) // Example: 30 seconds
};
// Get the API key from the ConvaiAPIKeySetup object
if (ConvaiAPIKeySetup.GetAPIKey(out string apiKey))
{
// Set default request headers here
_httpClient.DefaultRequestHeaders.Add("CONVAI-API-KEY", apiKey);
// Set default headers like Accept to expect a JSON response
_httpClient.DefaultRequestHeaders.Accept.Add(new MediaTypeWithQualityHeaderValue("application/json"));
}
}
public async Task<string> CreateSectionAsync(string characterId, string objective, string sectionName, string behaviorTreeCode = null, string btConstants = null)
{
string endpoint = "create-section";
HttpContent content = CreateHttpContent(new Dictionary<string, object>
{
{ "character_id", characterId },
{ "objective", objective },
{ "section_name", sectionName },
{ "behavior_tree_code", behaviorTreeCode },
{ "bt_constants", btConstants }
});
return await SendPostRequestAsync(endpoint, content);
}
public async Task<string> GetSectionAsync(string characterId, string sectionId)
{
string endpoint = "get-section";
HttpContent content = CreateHttpContent(new Dictionary<string, object>
{
{ "character_id", characterId },
{ "section_id", sectionId }
});
return await SendPostRequestAsync(endpoint, content);
}
/// <summary>
/// Get a list of sections for a character.
/// </summary>
/// <param name="characterId"> The character ID. </param>
/// <returns> A JSON string containing the list of sections. </returns>
public async Task<string> ListSectionsAsync(string characterId)
{
string endpoint = "list-sections";
HttpContent content = CreateHttpContent(new Dictionary<string, object>
{
{ "character_id", characterId }
});
return await SendPostRequestAsync(endpoint, content);
}
public async Task<string> CreateTriggerAsync(string characterId, string triggerName, string triggerMessage = null, string destinationSection = null)
{
string endpoint = "create-trigger";
HttpContent content = CreateHttpContent(new Dictionary<string, object>
{
{ "character_id", characterId },
{ "trigger_message", triggerMessage },
{ "destination_section", destinationSection }
});
return await SendPostRequestAsync(endpoint, content);
}
public async Task<string> GetTriggerAsync(string characterId, string triggerId)
{
string endpoint = "get-trigger";
HttpContent content = CreateHttpContent(new Dictionary<string, object>
{
{ "character_id", characterId },
{ "trigger_id", triggerId }
});
return await SendPostRequestAsync(endpoint, content);
}
/// <summary>
/// Get a list of triggers for a character.
/// </summary>
/// <param name="characterId"> The character ID. </param>
/// <returns> A JSON string containing the list of triggers. </returns>
public async Task<string> GetTriggerListAsync(string characterId)
{
string endpoint = "list-triggers";
HttpContent content = CreateHttpContent(new Dictionary<string, object>
{
{ "character_id", characterId }
});
return await SendPostRequestAsync(endpoint, content);
}
private static HttpContent CreateHttpContent(Dictionary<string, object> data)
{
//Dictionary where all values are not null
Dictionary<string, object> dataToSend =
data.Where(keyValuePair => keyValuePair.Value != null).ToDictionary(keyValuePair => keyValuePair.Key, keyValuePair => keyValuePair.Value);
// Serialize the dictionary to JSON
string json = JsonConvert.SerializeObject(dataToSend);
// Convert JSON to HttpContent
return new StringContent(json, Encoding.UTF8, "application/json");
}
private async Task<string> SendPostRequestAsync(string endpoint, HttpContent content)
{
try
{
HttpResponseMessage response = await _httpClient.PostAsync(BASE_URL + endpoint, content);
response.EnsureSuccessStatusCode();
return await response.Content.ReadAsStringAsync();
}
catch (HttpRequestException e)
{
Debug.LogError($"Request to {endpoint} failed: {e.Message}");
return null;
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 13850aaec3d742c2867a15ab2273a1e0
timeCreated: 1706546525

View File

@ -0,0 +1,140 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Convai.Scripts;
using Convai.Scripts.Narrative_Design.Models;
using Newtonsoft.Json;
using UnityEngine;
using Logger = Convai.Scripts.Utils.Logger;
/// <summary>
/// Manages the narrative design for a ConvaiNPC.
/// </summary>
[RequireComponent(typeof(ConvaiNPC))]
public class NarrativeDesignManager : MonoBehaviour
{
public List<SectionChangeEventsData> sectionChangeEventsDataList = new();
public List<SectionData> sectionDataList = new();
public List<TriggerData> triggerDataList = new();
private ConvaiNPC _convaiNpc;
private string _currentSectionID;
private NarrativeDesignAPI _narrativeDesignAPI;
private NarrativeDesignAPI NarrativeDesignAPI => _narrativeDesignAPI ??= new NarrativeDesignAPI();
private ConvaiNPC ConvaiNpc => _convaiNpc ??= GetComponent<ConvaiNPC>();
private string CharacterID => ConvaiNpc.characterID;
private async void Awake()
{
_convaiNpc = GetComponent<ConvaiNPC>();
await Task.WhenAll(UpdateSectionListAsync(), UpdateTriggerListAsync());
}
private async void Reset() => await Task.WhenAll(UpdateSectionListAsync(), UpdateTriggerListAsync());
/// <summary>
/// Updates the section list from the server.
/// </summary>
public async Task UpdateSectionListAsync()
{
List<SectionData> updatedSectionList = await GetSectionListFromServerAsync();
UpdateSectionDataList(updatedSectionList);
}
/// <summary>
/// Updates the trigger list from the server.
/// </summary>
public async Task UpdateTriggerListAsync() => await ListTriggersAsync(CharacterID);
/// <summary>
/// Invoked when the section event list changes.
/// </summary>
public void OnSectionEventListChange()
{
foreach (SectionChangeEventsData sectionChangeEventsData in sectionChangeEventsDataList) sectionChangeEventsData.Initialize(this);
}
private async Task<List<SectionData>> GetSectionListFromServerAsync()
{
try
{
string sections = await NarrativeDesignAPI.ListSectionsAsync(CharacterID);
return JsonConvert.DeserializeObject<List<SectionData>>(sections);
}
catch (Exception e)
{
Logger.Error($"Please setup API Key properly. FormatException occurred: {e.Message}", Logger.LogCategory.Character);
throw;
}
}
private async Task ListTriggersAsync(string characterId)
{
try
{
string triggers = await NarrativeDesignAPI.GetTriggerListAsync(characterId);
triggerDataList = JsonConvert.DeserializeObject<List<TriggerData>>(triggers);
}
catch (FormatException e)
{
Debug.LogError($"Format Exception occurred: {e.Message}");
throw;
}
}
/// <summary>
/// Updates the current section.
/// </summary>
/// <param name="sectionID"> The section ID to update to. </param>
public void UpdateCurrentSection(string sectionID)
{
if (string.IsNullOrEmpty(_currentSectionID))
{
_currentSectionID = sectionID;
InvokeSectionEvent(_currentSectionID, true);
return;
}
if (_currentSectionID.Equals(sectionID))
return;
InvokeSectionEvent(_currentSectionID, false);
_currentSectionID = sectionID;
InvokeSectionEvent(_currentSectionID, true);
}
private void InvokeSectionEvent(string id, bool isStarting)
{
SectionChangeEventsData sectionChangeEventsData = sectionChangeEventsDataList.Find(x => x.id == id);
if (sectionChangeEventsData == null)
{
Logger.Info($"No Section Change Events have been created for sectionID: {id}", Logger.LogCategory.Actions);
return;
}
if (isStarting)
sectionChangeEventsData.onSectionStart?.Invoke();
else
sectionChangeEventsData.onSectionEnd?.Invoke();
}
private void UpdateSectionDataList(List<SectionData> updatedSectionList)
{
Dictionary<string, SectionData> updatedSectionDictionary = updatedSectionList.ToDictionary(s => s.sectionId);
foreach (SectionData currentSection in sectionDataList)
if (updatedSectionDictionary.TryGetValue(currentSection.sectionId, out SectionData updatedSection))
{
currentSection.sectionName = updatedSection.sectionName;
currentSection.objective = updatedSection.objective;
updatedSectionDictionary.Remove(currentSection.sectionId);
}
foreach (SectionData newSection in updatedSectionDictionary.Values) sectionDataList.Add(newSection);
foreach (SectionChangeEventsData sectionChangeEvent in sectionChangeEventsDataList) sectionChangeEvent.Initialize(this);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3d56bc33052944e0aba5a0fe7073c3ab
timeCreated: 1706546743

View File

@ -0,0 +1,51 @@
using System.Collections.Generic;
using System.Linq;
using Convai.Scripts.Utils;
using UnityEngine;
using UnityEngine.Events;
namespace Convai.Scripts.Narrative_Design
{
public class NarrativeDesignTrigger : MonoBehaviour
{
public ConvaiNPC convaiNPC;
[HideInInspector] public int selectedTriggerIndex;
[HideInInspector] public List<string> availableTriggers;
public UnityEvent onTriggerEvent;
private void Awake()
{
onTriggerEvent.AddListener(InvokeSelectedTrigger);
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player")) InvokeSelectedTrigger();
}
private void OnValidate()
{
availableTriggers = null;
if (convaiNPC != null)
{
NarrativeDesignManager narrativeDesignManager = convaiNPC.GetComponent<NarrativeDesignManager>();
if (narrativeDesignManager != null) availableTriggers = narrativeDesignManager.triggerDataList.Select(trigger => trigger.triggerName).ToList();
}
}
/// <summary>
/// Invokes the selected trigger.
/// </summary>
public void InvokeSelectedTrigger()
{
if (convaiNPC != null && availableTriggers != null && selectedTriggerIndex >= 0 && selectedTriggerIndex < availableTriggers.Count)
{
string selectedTriggerName = availableTriggers[selectedTriggerIndex];
ConvaiNPCManager.Instance.SetActiveConvaiNPC(convaiNPC);
convaiNPC.TriggerEvent(selectedTriggerName);
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1c783ed73e64a204ebf38b93c054b566
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: