Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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"name": "Meta.Voice.Samples.BuiltInTimer",
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"GUID:1c28d8b71ced07540b7c271537363cc6"
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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
using UnityEngine.UI;
using Meta.WitAi;
namespace Meta.Voice.Samples.BuiltInTimer
{
/// <summary>
/// Represents a countdown timer.
/// </summary>
public class TimerController : MonoBehaviour
{
private double _time = 0; // [sec] current time of the countdown timer.
private bool _timerExist = false;
private bool _timerRunning = false;
[Tooltip("The UI text element to show app messages.")]
public Text logText;
[Tooltip("The timer ring sound.")] public AudioClip[] timesUpSounds;
// Update is called once per frame
void Update()
{
if (_timerExist && _timerRunning)
{
_time -= Time.deltaTime;
if (_time < 0)
{
// Raise a ring.
OnElapsedTime();
}
}
}
private void Log(string msg)
{
Debug.Log(msg);
logText.text = msg;
}
/// <summary>
/// Buzzes and resets the timer.
/// </summary>
private void OnElapsedTime()
{
_time = 0;
_timerRunning = false;
_timerExist = false;
Log("Your timer is complete.");
AudioClip timesUpSfx = timesUpSounds[UnityEngine.Random.Range(0, timesUpSounds.Length)];
AudioSource.PlayClipAtPoint(timesUpSfx, Vector3.zero);
}
/// <summary>
/// Deletes the timer. It corresponds to the wit intent "wit$delete_timer"
/// </summary>
public void DeleteTimer()
{
if (!_timerExist)
{
Log("Error: There is no timer to delete.");
return;
}
_timerExist = false;
_time = 0;
_timerRunning = false;
Log("Timer deleted.");
}
/// <summary>
/// Creates a timer. It corresponds to the wit intent "wit$create_timer"
/// </summary>
/// <param name="entityValues">countdown in minutes.</param>
public void CreateTimer(string[] entityValues)
{
if (_timerExist)
{
VLog.W("A timer already exist.");
return;
}
if (ParseTime(entityValues, out _time))
{
_timerExist = true;
_timerRunning = true;
Log($"Countdown Timer is set for {entityValues[0]} {entityValues[1]}(s).");
}
}
/// <summary>
/// Displays current timer value. It corresponds to "wit$get_timer".
/// </summary>
public void GetTimerIntent()
{
// Show the remaining time of the countdown timer.
var msg = GetFormattedTimeFromSeconds();
//Log(msg);
}
/// <summary>
/// Pauses the timer. It corresponds to the wit intent "wit$pause_timer"
/// </summary>
public void PauseTimer()
{
_timerRunning = false;
Log("Timer paused.");
}
/// <summary>
/// It corresponds to the wit intent "wit$resume_timer"
/// </summary>
public void ResumeTimer()
{
_timerRunning = true;
Log("Timer resumed.");
}
/// <summary>
/// Subtracts time from the timer. It corresponds to the wit intent "wit$subtract_time_timer".
/// </summary>
/// <param name="entityValues"></param>
public void SubtractTimeTimer(string[] entityValues)
{
if (!_timerExist)
{
Log("Error: No Timer is created.");
return;
}
if (ParseTime(entityValues, out var time))
{
var msg = $"{entityValues[0]} {entityValues[1]}(s) were subtracted from the timer.";
_time -= time;
if (_time < 0)
{
_time = 0;
Log(msg);
return;
}
Log(msg);
}
else
{
Log("Error in Subtract_time_timer(): Could not parse the wit reply.");
}
}
/// <summary>
/// Adds time to the timer. It corresponds to the wit intent "wit$add_time_timer".
/// </summary>
/// <param name="entityValues"></param>
public void AddTimeToTimer(string[] entityValues)
{
if (!_timerExist)
{
Log("Error: No Timer is created.");
return;
}
if (ParseTime(entityValues, out var time))
{
_time += time;
var msg = $"{entityValues[0]} {entityValues[1]}(s) were added to the timer.";
Log(msg);
}
else
{
Log("Error in AddTimeToTimer(): Could not parse with reply.");
}
}
/// <summary>
/// Returns the remaining time (in sec) of the countdown timer.
/// </summary>
/// <returns></returns>
public double GetRemainingTime()
{
return _time;
}
/// <summary>
/// Returns time in the format of min:sec.
/// </summary>
/// <returns></returns>
public string GetFormattedTimeFromSeconds()
{
if (_time >= TimeSpan.MaxValue.TotalSeconds)
{
_time = TimeSpan.MaxValue.TotalSeconds - 1;
Log("Error: Hit max time");
}
TimeSpan span = TimeSpan.FromSeconds(_time);
return $"{Math.Floor(span.TotalHours)}:{span.Minutes:00}:{span.Seconds:00}.{Math.Floor(span.Milliseconds/100f)}";
}
/// <summary>
/// Parses entity values to get a resulting time value in seconds
/// </summary>
/// <param name="entityValues">The entity value results from a Response Handler</param>
/// <param name="time">The parsed time</param>
/// <returns>The parsed time in seconds or the current value of _time</returns>
/// <exception cref="ArgumentException"></exception>
private bool ParseTime(string[] entityValues, out double time)
{
time = _time;
if (entityValues.Length > 0 && double.TryParse(entityValues[0], out time))
{
if (entityValues.Length < 2)
{
throw new ArgumentException("Entities being parsed must include time value and unit.");
}
// If entity was not included in the result it will be empty, but the array will still be size 2
if (!string.IsNullOrEmpty(entityValues[1]))
{
switch (entityValues[1])
{
case "minute":
time *= 60;
break;
case "hour":
time *= 60 * 60;
break;
}
}
return true;
}
return false;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEngine.UI;
namespace Meta.Voice.Samples.BuiltInTimer
{
public class TimerDisplay : MonoBehaviour
{
public TimerController timer;
private Text _uiText;
// Start is called before the first frame update
void Start()
{
_uiText = GetComponent<Text>();
}
// Update is called once per frame
void Update()
{
// Note: This is not optimized and you should avoid updating time each frame.
_uiText.text = timer.GetFormattedTimeFromSeconds();
}
}
}

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# Restoring Wit.ai app from zip file
To get the chessboard demo app working, you need to train wit.ai with proper intents. The easiest way is to use the backup zip file provided in the demo folder.
- Navigate to https://wit.ai/apps
- Click on New App
- From the openned dialogue, click on Browse and pick "Chess Demo - Wit.ai Config.zip" from the Demo/Data folder.
- Now navigate to the Management -> Settings and copy the server token and paste it inside "Chess Demo with Conduit- WitConfiguration" in Unity Editor.
- You can now play the scene and move the chess piece using your voice.

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Meta.Conduit;
[assembly:ConduitAssembly]

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using Meta.Conduit;
using Meta.WitAi;
using UnityEngine;
namespace Meta.Voice.Samples.Chess
{
public class ChessBoardController : MonoBehaviour
{
public GameObject letters;
public GameObject numbers;
public GameObject chessPiece;
public UnityEngine.UI.Text errorText;
private Vector3 _targetPosition;
void Awake()
{
_targetPosition = chessPiece.transform.position;
}
// Update is called once per frame
void Update()
{
chessPiece.transform.position = Vector3.Lerp(chessPiece.transform.position, _targetPosition, Time.deltaTime);
}
public enum ChessBoardLetter
{
A,
B,
C,
D,
E,
F,
G,
H
}
[MatchIntent("MoveChessPiece")]
public void MoveChessPiece(ChessBoardLetter letter, int number)
{
Debug.Log("Move chess piece to " + letter + number);
_targetPosition = new Vector3(letters.transform.GetChild((int)letter).position.x, _targetPosition.y,
numbers.transform.GetChild(number - 1).position.z);
}
[HandleEntityResolutionFailure]
public void OnHandleEntityResolutionFailure(string intent , Exception ex)
{
Debug.Log("Failed to resolve parameter for intent " + intent + " with error " + ex.Message);
errorText.text = ex.Message;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Meta.WitAi;
using Meta.WitAi.Json;
using UnityEngine;
namespace Meta.Voice.Samples.LightTraits
{
public class LightSwitch : MonoBehaviour
{
[Tooltip("Renderers to apply materials to")]
[SerializeField] private Renderer[] _renderers;
[Tooltip("Materials to be applied when the light is off")]
[SerializeField] private Material[] _offMaterials;
[Tooltip("Materials to be applied when the light is on")]
[SerializeField] private Material[] _onMaterials;
// Whether currently on or not
public bool IsOn { get; private set; }
// Trait data
public const string TRAIT_ID = "wit$on_off";
public const string TRAIT_ON_VALUE = "on";
// Disable light on start
private void OnEnable()
{
SetLight(false);
}
// On response callback
public void OnResponse(WitResponseNode commandResult)
{
// Check for trait value
var traitValue = commandResult.GetTraitValue(TRAIT_ID);
if (string.IsNullOrEmpty(traitValue))
{
Debug.LogWarning($"No value found for trait: {TRAIT_ID}");
return;
}
// Get value
bool isOn = string.Equals(traitValue, TRAIT_ON_VALUE);
if (isOn != IsOn)
{
SetLight(isOn);
}
}
// Set light
public void SetLight(bool toOn)
{
IsOn = toOn;
foreach (var renderer in _renderers)
{
renderer.materials = toOn ? _onMaterials : _offMaterials;
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Meta.WitAi;
using Meta.WitAi.Data;
using UnityEngine;
namespace Meta.Voice.Samples.LiveUnderstanding
{
public class LiveUnderstandingColorChanger : MonoBehaviour
{
[Tooltip("Changes the color of all renderers inside this container")]
[SerializeField] private Transform _container;
// Constants
private const string COLOR_SET_INTENT_ID = "change_color";
private const string COLOR_ENTITY_ID = "color:color";
// On validate callback
public void OnValidatePartialResponse(VoiceSession sessionData)
{
string intentName = sessionData.response.GetIntentName();
if (string.Equals(intentName, COLOR_SET_INTENT_ID))
{
string[] colorNames = sessionData.response.GetAllEntityValues(COLOR_ENTITY_ID);
if (colorNames != null && colorNames.Length > 0)
{
OnValidateColorSet(sessionData, colorNames[0]);
}
}
}
// Validate & set color
public void OnValidateColorSet(VoiceSession sessionData, string color)
{
Color c;
if (TryGetColor(color, out c))
{
SetColor(c);
sessionData.validResponse = true;
}
}
// Try to get a color
private bool TryGetColor(string colorName, out Color color)
{
// Check default
if (ColorUtility.TryParseHtmlString(colorName, out color))
{
return true;
}
// Failed
return false;
}
// Set color
public void SetColor(Color newColor)
{
Renderer[] renderers = _container.GetComponentsInChildren<Renderer>(true);
foreach (var r in renderers)
{
r.material.color = newColor;
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using Meta.WitAi;
using Meta.WitAi.Json;
using UnityEngine;
namespace Meta.Voice.Samples.Shapes
{
public class ColorChanger : MonoBehaviour
{
/// <summary>
/// Sets the color of the specified transform.
/// </summary>
/// <param name="trans"></param>
/// <param name="color"></param>
private void SetColor(Transform trans, Color color)
{
trans.GetComponent<Renderer>().material.color = color;
}
/// <summary>
/// Directly processes a command result getting the slots with WitResult utilities
/// </summary>
/// <param name="commandResult">Result data from Wit.ai activation to be processed</param>
public void UpdateColor(WitResponseNode commandResult)
{
string[] colorNames = commandResult.GetAllEntityValues("color:color");
string[] shapes = commandResult.GetAllEntityValues("shape:shape");
UpdateColor(colorNames, shapes);
}
/// <summary>
/// Updates the colors of a set of shape, or all colors split across the shapes
/// </summary>
/// <param name="colorNames">The names of the colors to be processed</param>
/// <param name="shapes">The shape names or if empty all shapes</param>
public void UpdateColor(string[] colorNames, string[] shapes)
{
if (shapes.Length != 0 && colorNames.Length != shapes.Length)
{
return;
}
if (shapes.Length == 0 || shapes[0] == "color"){
UpdateColorAllShapes(colorNames);
return;
}
for(var entity = 0; entity < colorNames.Length; entity++)
{
if (!ColorUtility.TryParseHtmlString(colorNames[entity], out var color)) return;
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
if (String.Equals(shapes[entity], child.name,
StringComparison.CurrentCultureIgnoreCase))
{
SetColor(child, color);
break;
}
}
}
}
/// <summary>
/// Updates the colors of the shapes, with colours split across the shapes
/// </summary>
/// <param name="colorNames">The names of the colors to be processed</param>
public void UpdateColorAllShapes(string[] colorNames)
{
var unspecifiedShape = 0;
for(var entity = 0; entity < colorNames.Length; entity++)
{
if (!ColorUtility.TryParseHtmlString(colorNames[entity], out var color)) return;
var splitLimit = (transform.childCount/colorNames.Length) * (entity+1);
while (unspecifiedShape < splitLimit)
{
SetColor(transform.GetChild(unspecifiedShape), color);
unspecifiedShape++;
}
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Meta.WitAi;
using UnityEngine;
namespace Meta.Voice.Samples.Shapes
{
public class ParallelTextActivator : MonoBehaviour
{
[Tooltip("The voice service to be used for all the requests")]
[SerializeField] private VoiceService _voiceService;
[Tooltip("All the text requests to be called when 'Send' method is called")]
[SerializeField] private string[] _requests;
#if UNITY_EDITOR
// Reset
private string[] _activates = new string[] { "Set the", "Make the" };
private string[] _shapes = new string[] { "cube", "sphere", "capsule", "cylinder", "pentagon" };
private string[] _colors = new string[] { "red", "blue", "yellow", "green", "orange", "purple", "magenta", "cyan", "brown", "white", "black" };
private void Reset()
{
int index = 0;
_requests = new string[_activates.Length * _shapes.Length * _colors.Length];
for (int a = 0; a < _activates.Length; a++)
{
for (int c = 0; c < _colors.Length; c++)
{
for (int s = 0; s < _shapes.Length; s++)
{
_requests[index] = $"{_activates[a]} {_shapes[s]} {_colors[c]}";
index++;
}
}
}
}
#endif
public void SendParallelRequests()
{
foreach (var request in _requests)
{
_voiceService.Activate(request);
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Voice;
using Meta.WitAi;
using Meta.WitAi.Data.Configuration;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Meta.Voice.Samples.Shapes
{
[ExecuteAlways]
public class ShapeSampleInstructions : MonoBehaviour
{
internal enum Step
{
SetupWit = 0,
MissingServerToken,
MissingClientToken,
AddConfig,
AddVoiceExperiences,
SetConfig,
Ready
}
static readonly string[] steps = new string[]
{
"Create an application at https://wit.ai. You can import the \"shapes_demo - Wit.ai Config.zip\" in the Demo/Data directory to create it for you.\n\nConnect to the Wit.ai app by clicking Oculus>Voice SDK>Settings and copy the Server Access Token from the Wit.ai app's settings page.Next, create a new Wit configuration by clicking Create.",
"Copy the Server Access Token from the Wit.ai app's settings page and paste it in field found in Oculus/Voice SDK/Settings.",
"Wit configuration is missing a Client Access Token. Open the Wit configuration, expand Application Configuration, and click Refresh or paste a Client Access Token from your Wit.ai app settings page.",
"Create a Wit configuration by clicking Assets/Create/Voice SDK/Configuration.",
"The scene is missing the App Voice Experience component. Add it by clicking Assets/Create/Voice SDK/Add App Voice Experience to Scene.",
"The App Voice Experience GameObject is missing its Wit configuration. Set the configuration to begin trying voice commands.",
""
};
[SerializeField] private Text instructionText;
private Step currentStep = Step.Ready;
internal Step CurrentStep => currentStep;
internal string CurrentStepText => steps[(int) currentStep];
private void OnValidate()
{
UpdateStep();
}
private void OnEnable()
{
UpdateStep();
}
private void Update()
{
UpdateStep();
}
private void UpdateStep()
{
#if UNITY_EDITOR
var appVoiceExperience = FindObjectOfType<AppVoiceExperience>();
string[] guids = AssetDatabase.FindAssets("t:WitConfiguration");
if (guids.Length == 0)
{
currentStep = Step.SetupWit;
}
else if (!appVoiceExperience)
{
currentStep = Step.AddVoiceExperiences;
}
else if (!appVoiceExperience.RuntimeConfiguration.witConfiguration)
{
currentStep = Step.SetConfig;
appVoiceExperience.RuntimeConfiguration.witConfiguration =
AssetDatabase.LoadAssetAtPath<WitConfiguration>(
AssetDatabase.GUIDToAssetPath(guids[0]));
}
else if (!WitAuthUtility.IsServerTokenValid())
{
currentStep = Step.MissingServerToken;
}
else if (string.IsNullOrEmpty(appVoiceExperience.RuntimeConfiguration?.witConfiguration?
.GetClientAccessToken()))
{
currentStep = Step.MissingClientToken;
}
else
{
currentStep = Step.Ready;
}
instructionText.text = steps[(int) currentStep];
#endif
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(ShapeSampleInstructions))]
public class InstructionManagerEditor : Editor
{
public override void OnInspectorGUI()
{
var instructions = (ShapeSampleInstructions) target;
if (instructions.CurrentStep == ShapeSampleInstructions.Step.Ready)
{
GUILayout.Label(
"Everything is ready. Press play to test activation via the Activate button.");
}
else
{
GUILayout.TextArea(instructions.CurrentStepText);
GUILayout.Space(32);
switch (instructions.CurrentStep)
{
case ShapeSampleInstructions.Step.SetupWit:
SetupWitResources();
break;
case ShapeSampleInstructions.Step.MissingServerToken:
MissingServerTokenResources();
break;
case ShapeSampleInstructions.Step.MissingClientToken:
MissingClientTokenResources();
break;
}
}
}
private void MissingClientTokenResources()
{
GUILayout.Label("Resources", EditorStyles.boldLabel);
if (GUILayout.Button("Select Wit Config"))
{
Selection.activeObject = (FindObjectOfType<AppVoiceExperience>()
.RuntimeConfiguration.witConfiguration);
}
if (GUILayout.Button("Open Wit.ai"))
{
Application.OpenURL("https://wit.ai/apps");
}
}
private void MissingServerTokenResources()
{
GUILayout.Label("Resources", EditorStyles.boldLabel);
if (GUILayout.Button("Open Wit.ai"))
{
Application.OpenURL("https://wit.ai/apps");
}
}
private void SetupWitResources()
{
GUILayout.Label("Resources", EditorStyles.boldLabel);
if (GUILayout.Button("Open Wit.ai"))
{
Application.OpenURL("https://wit.ai/apps");
}
GUILayout.Label("Wit.ai Sample Application File");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Open In Explorer"))
{
EditorUtility.RevealInFinder("Assets/Oculus/Voice/Demo/Data/");
}
if (GUILayout.Button("Copy Path"))
{
GUIUtility.systemCopyBuffer = Application.dataPath + "/Oculus/Voice/Demo/Data";
}
GUILayout.EndHorizontal();
}
}
#endif
}

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