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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Convai.Scripts.Runtime.Core;
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using Convai.Scripts.Runtime.LoggerSystem;
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using Service;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.Serialization;
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namespace Convai.Scripts.Runtime.Features
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{
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// STEP 1: Add the enum for your custom action here.
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public enum ActionChoice
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{
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None,
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Jump,
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Crouch,
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MoveTo,
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PickUp,
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Drop
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}
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/// <summary>
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/// DISCLAIMER: The action API is in experimental stages and can misbehave. Meanwhile, feel free to try it out and play
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/// around with it.
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Convai/Convai Actions Handler")]
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public class ConvaiActionsHandler : MonoBehaviour
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{
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[SerializeField] public ActionMethod[] actionMethods;
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public List<string> actionResponseList = new();
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private readonly List<ConvaiAction> _actionList = new();
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public readonly ActionConfig ActionConfig = new();
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private List<string> _actions = new();
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private ConvaiNPC _currentNPC;
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private ConvaiInteractablesData _interactablesData;
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private Coroutine _playActionListCoroutine;
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// Awake is called when the script instance is being loaded
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private void Awake()
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{
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// Find the global action settings object in the scene
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_interactablesData = FindObjectOfType<ConvaiInteractablesData>();
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// Check if the global action settings object is missing
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if (_interactablesData == null)
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// Log an error message to indicate missing Convai Action Settings
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ConvaiLogger.Error("Convai Action Settings missing. Please create a game object that handles actions.",
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ConvaiLogger.LogCategory.Character);
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// Check if this GameObject has a ConvaiNPC component attached
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if (TryGetComponent(out ConvaiNPC npc))
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// If it does, set the current NPC to this GameObject
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_currentNPC = npc;
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// Iterate through each action method and add its name to the action configuration
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foreach (ActionMethod actionMethod in actionMethods) ActionConfig.Actions.Add(actionMethod.action);
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if (_interactablesData != null)
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{
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// Iterate through each character in global action settings and add them to the action configuration
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foreach (ConvaiInteractablesData.Character character in _interactablesData.Characters)
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{
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ActionConfig.Types.Character rpcCharacter = new()
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{
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Name = character.Name,
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Bio = character.Bio
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};
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ActionConfig.Characters.Add(rpcCharacter);
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}
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// Iterate through each object in global action settings and add them to the action configuration
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foreach (ConvaiInteractablesData.Object eachObject in _interactablesData.Objects)
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{
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ActionConfig.Types.Object rpcObject = new()
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{
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Name = eachObject.Name,
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Description = eachObject.Description
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};
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ActionConfig.Objects.Add(rpcObject);
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}
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}
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}
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private void Reset()
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{
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actionMethods = new ActionMethod[]
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{
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new() { action = "Move To", actionChoice = ActionChoice.MoveTo },
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new() { action = "Pick Up", actionChoice = ActionChoice.PickUp },
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new() { action = "Dance", animationName = "Dance", actionChoice = ActionChoice.None },
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new() { action = "Drop", actionChoice = ActionChoice.Drop },
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new() { action = "Jump", actionChoice = ActionChoice.Jump }
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};
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}
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// Start is called before the first frame update
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private void Start()
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{
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// Set up the action configuration
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#region Actions Setup
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// Set the classification of the action configuration to "multistep"
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ActionConfig.Classification = "multistep";
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// Log the configured action information
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ConvaiLogger.DebugLog(ActionConfig, ConvaiLogger.LogCategory.Actions);
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#endregion
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// Start playing the action list using a coroutine
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_playActionListCoroutine = StartCoroutine(PlayActionList());
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}
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private void OnEnable() {
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if ( _playActionListCoroutine != null ) {
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_playActionListCoroutine = StartCoroutine(PlayActionList());
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}
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}
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private void OnDisable() {
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if ( _playActionListCoroutine != null ) {
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StopCoroutine(_playActionListCoroutine);
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}
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}
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private void Update()
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{
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if (actionResponseList.Count > 0)
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{
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ParseActions(actionResponseList[0]);
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actionResponseList.RemoveAt(0);
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}
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}
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private void ParseActions(string actionsString)
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{
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actionsString = actionsString.Trim();
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ConvaiLogger.DebugLog($"Parsing actions from: {actionsString}", ConvaiLogger.LogCategory.Actions);
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_actions = actionsString.Split(", ").ToList();
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_actionList.Clear();
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foreach (string action in _actions)
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{
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List<string> actionWords = action.Split(' ').ToList();
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ConvaiLogger.Info($"Processing action: {action}", ConvaiLogger.LogCategory.Actions);
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ParseSingleAction(actionWords);
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}
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}
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/// <summary>
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/// Parses a single action from a list of action words.
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/// </summary>
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/// <param name="actionWords">The list of words representing the action.</param>
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private void ParseSingleAction(List<string> actionWords)
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{
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for (int j = 0; j < actionWords.Count; j++)
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{
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// Split the action into verb and object parts
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string[] verbPart = actionWords.Take(j + 1).ToArray();
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string[] objectPart = actionWords.Skip(j + 1).ToArray();
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// Remove trailing 's' from verb words
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verbPart = verbPart.Select(word => word.TrimEnd('s')).ToArray();
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string actionString = string.Join(" ", verbPart);
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// Find the best matching action using Levenshtein distance
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ActionMethod matchingAction = actionMethods
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.OrderBy(a => LevenshteinDistance(a.action.ToLower(), actionString.ToLower()))
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.FirstOrDefault();
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// If no close match is found, continue to the next iteration
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if (matchingAction == null || LevenshteinDistance(matchingAction.action.ToLower(), actionString.ToLower()) > 2) continue;
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// Find the target object for the action
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GameObject targetObject = FindTargetObject(objectPart);
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LogActionResult(verbPart, objectPart, targetObject);
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// Add the parsed action to the action list
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_actionList.Add(new ConvaiAction(matchingAction.actionChoice, targetObject, matchingAction.animationName));
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break;
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}
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}
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/// <summary>
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/// Finds the target object based on the object part of the action.
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/// </summary>
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/// <param name="objectPart">The array of words representing the object.</param>
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/// <returns>The GameObject that best matches the object description, or null if no match is found.</returns>
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private GameObject FindTargetObject(string[] objectPart)
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{
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string targetName = string.Join(" ", objectPart);
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// Try to find a matching object
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ConvaiInteractablesData.Object obj = _interactablesData.Objects
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.OrderBy(o => LevenshteinDistance(o.Name.ToLower(), targetName.ToLower()))
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.FirstOrDefault();
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if (obj != null && LevenshteinDistance(obj.Name.ToLower(), targetName.ToLower()) <= 2)
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return obj.gameObject;
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// If no object is found, try to find a matching character
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ConvaiInteractablesData.Character character = _interactablesData.Characters
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.OrderBy(c => LevenshteinDistance(c.Name.ToLower(), targetName.ToLower()))
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.FirstOrDefault();
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if (character != null && LevenshteinDistance(character.Name.ToLower(), targetName.ToLower()) <= 2)
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return character.gameObject;
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return null;
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}
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/// <summary>
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||||
/// Calculates the Levenshtein distance between two strings.
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/// </summary>
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/// <param name="s">The first string.</param>
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/// <param name="t">The second string.</param>
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/// <returns>The Levenshtein distance between the two strings.</returns>
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private int LevenshteinDistance(string s, string t)
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{
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int[][] d = new int[s.Length + 1][];
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for (int index = 0; index < s.Length + 1; index++) d[index] = new int[t.Length + 1];
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// Initialize the first row and column
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for (int i = 0; i <= s.Length; i++)
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d[i][0] = i;
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for (int j = 0; j <= t.Length; j++)
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d[0][j] = j;
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// Calculate the distance
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for (int j = 1; j <= t.Length; j++)
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for (int i = 1; i <= s.Length; i++)
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{
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int cost = s[i - 1] == t[j - 1] ? 0 : 1;
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d[i][j] = Math.Min(Math.Min(d[i - 1][j] + 1, d[i][j - 1] + 1), d[i - 1][j - 1] + cost);
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}
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return d[s.Length][t.Length];
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}
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||||
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private void LogActionResult(string[] verbPart, string[] objectPart, GameObject targetObject)
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{
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string verb = string.Join(" ", verbPart).ToLower();
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string obj = string.Join(" ", objectPart).ToLower();
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if (targetObject != null)
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{
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ConvaiLogger.DebugLog($"Active Target: {obj}", ConvaiLogger.LogCategory.Actions);
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ConvaiLogger.DebugLog($"Found matching target: {targetObject.name} for action: {verb}", ConvaiLogger.LogCategory.Actions);
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}
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else
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{
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ConvaiLogger.Warn($"No matching target found for action: {verb}", ConvaiLogger.LogCategory.Actions);
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}
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}
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/// <summary>
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/// Event that is triggered when an action starts.
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/// </summary>
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||||
/// <remarks>
|
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/// This event can be subscribed to in order to perform custom logic when an action starts.
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/// The event provides the name of the action and the GameObject that the action is targeting.
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/// </remarks>
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public event Action<string, GameObject> ActionStarted;
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|
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/// <summary>
|
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/// 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>
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public event Action<string, GameObject> ActionEnded;
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||||
/// <summary>
|
||||
/// This coroutine handles playing the actions in the action list.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private IEnumerator PlayActionList()
|
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{
|
||||
while (true)
|
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// Check if there are actions in the action list
|
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if (_actionList.Count > 0)
|
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{
|
||||
// Call the DoAction function for the first action in the list and wait until it's done
|
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yield return DoAction(_actionList[0]);
|
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|
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// Remove the completed action from the list
|
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_actionList.RemoveAt(0);
|
||||
}
|
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else
|
||||
{
|
||||
// If there are no actions in the list, yield to wait for the next frame
|
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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 an 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
|
||||
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;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
// Yield once to ensure the coroutine advances to the next frame
|
||||
yield return null;
|
||||
}
|
||||
|
||||
/// <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.
|
||||
ConvaiLogger.DebugLog("Doing animation: " + animationName, ConvaiLogger.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.
|
||||
ConvaiLogger.DebugLog("Could not find an animator state named: " + animationName, ConvaiLogger.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.
|
||||
ConvaiLogger.DebugLog("Animator state named: " + animationName + " has no associated animation clips",
|
||||
ConvaiLogger.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.
|
||||
ConvaiLogger.DebugLog("Clip name: " + clipInf.clip.name, ConvaiLogger.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.
|
||||
ConvaiLogger.DebugLog(
|
||||
"Playing the animation " + animationClipName + " from the Animator State " + animationName +
|
||||
" for " + length + " seconds", ConvaiLogger.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.
|
||||
ConvaiLogger.DebugLog(
|
||||
"Animator state named: " + animationName +
|
||||
" has no valid animation clips or they have a length of 0", ConvaiLogger.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;
|
||||
|
||||
[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 Crouch()
|
||||
{
|
||||
ActionStarted?.Invoke("Crouch", _currentNPC.gameObject);
|
||||
ConvaiLogger.DebugLog("Crouching!", ConvaiLogger.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)
|
||||
{
|
||||
ConvaiLogger.DebugLog("No animation clips found for crouch state!", ConvaiLogger.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);
|
||||
}
|
||||
|
||||
private IEnumerator MoveTo(GameObject target)
|
||||
{
|
||||
if (!IsTargetValid(target)) yield break;
|
||||
|
||||
ConvaiLogger.DebugLog($"Moving to Target: {target.name}", ConvaiLogger.LogCategory.Actions);
|
||||
ActionStarted?.Invoke("MoveTo", target);
|
||||
|
||||
Animator animator = _currentNPC.GetComponent<Animator>();
|
||||
NavMeshAgent navMeshAgent = _currentNPC.GetComponent<NavMeshAgent>();
|
||||
|
||||
SetupAnimationAndNavigation(animator, navMeshAgent);
|
||||
|
||||
Vector3 targetDestination = CalculateTargetDestination(target);
|
||||
navMeshAgent.SetDestination(targetDestination);
|
||||
yield return null;
|
||||
|
||||
yield return MoveTowardsTarget(target, navMeshAgent);
|
||||
|
||||
FinishMovement(animator, target);
|
||||
}
|
||||
|
||||
private bool IsTargetValid(GameObject target)
|
||||
{
|
||||
if (target == null || !target.activeInHierarchy)
|
||||
{
|
||||
ConvaiLogger.DebugLog("MoveTo target is null or inactive.", ConvaiLogger.LogCategory.Actions);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SetupAnimationAndNavigation(Animator animator, NavMeshAgent navMeshAgent)
|
||||
{
|
||||
animator.CrossFade(Animator.StringToHash("Walking"), 0.01f);
|
||||
animator.applyRootMotion = false;
|
||||
navMeshAgent.updateRotation = false;
|
||||
}
|
||||
|
||||
private Vector3 CalculateTargetDestination(GameObject target)
|
||||
{
|
||||
Vector3 targetDestination = target.transform.position;
|
||||
if (target.TryGetComponent(out Renderer rendererComponent))
|
||||
{
|
||||
float zOffset = rendererComponent.bounds.size.z;
|
||||
targetDestination += zOffset * target.transform.forward;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetDestination += 0.5f * target.transform.forward;
|
||||
}
|
||||
|
||||
return targetDestination;
|
||||
}
|
||||
|
||||
private IEnumerator MoveTowardsTarget(GameObject target, NavMeshAgent navMeshAgent)
|
||||
{
|
||||
float rotationSpeed = 5;
|
||||
while (navMeshAgent.remainingDistance > navMeshAgent.stoppingDistance)
|
||||
{
|
||||
if (!target.activeInHierarchy)
|
||||
{
|
||||
ConvaiLogger.DebugLog("Target deactivated during movement.", ConvaiLogger.LogCategory.Actions);
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (navMeshAgent.velocity.sqrMagnitude < Mathf.Epsilon) yield return null;
|
||||
|
||||
RotateTowardsMovementDirection(navMeshAgent, rotationSpeed);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void RotateTowardsMovementDirection(NavMeshAgent navMeshAgent, float rotationSpeed)
|
||||
{
|
||||
Quaternion rotation = Quaternion.LookRotation(navMeshAgent.velocity.normalized);
|
||||
rotation.x = 0;
|
||||
rotation.z = 0;
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void FinishMovement(Animator animator, GameObject target)
|
||||
{
|
||||
animator.CrossFade(Animator.StringToHash("Idle"), 0.1f);
|
||||
if (_actions.Count == 1 && Camera.main != null) StartCoroutine(RotateTowardsCamera());
|
||||
animator.applyRootMotion = true;
|
||||
ActionEnded?.Invoke("MoveTo", target);
|
||||
}
|
||||
|
||||
private IEnumerator RotateTowardsCamera()
|
||||
{
|
||||
if (Camera.main != null)
|
||||
{
|
||||
Vector3 direction = (Camera.main.transform.position - transform.position).normalized;
|
||||
Quaternion targetRotation = Quaternion.LookRotation(direction);
|
||||
float elapsedTime = 0f;
|
||||
float rotationTime = 2f;
|
||||
|
||||
while (elapsedTime < rotationTime)
|
||||
{
|
||||
targetRotation.x = 0;
|
||||
targetRotation.z = 0;
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, elapsedTime / rotationTime);
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine to pick up a target GameObject, adjusting the NPCs' 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)
|
||||
{
|
||||
ConvaiLogger.DebugLog("Target is null! Exiting PickUp coroutine.", ConvaiLogger.LogCategory.Actions);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Check if the target GameObject is active. If not, log an error and exit the coroutine.
|
||||
if (!target.activeInHierarchy)
|
||||
{
|
||||
ConvaiLogger.DebugLog($"Target: {target.name} is inactive! Exiting PickUp coroutine.",
|
||||
ConvaiLogger.LogCategory.Actions);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Calculate the direction from the NPC to the target, ignoring the vertical (y) component.
|
||||
Vector3 direction = (target.transform.position - transform.position).normalized;
|
||||
direction.y = 0;
|
||||
|
||||
// Calculate the target rotation to face the target direction.
|
||||
Quaternion targetRotation = Quaternion.LookRotation(direction);
|
||||
float elapsedTime = 0f;
|
||||
float rotationTime = 0.5f;
|
||||
|
||||
// Smoothly rotate the NPC towards the target direction over a specified time.
|
||||
while (elapsedTime < rotationTime)
|
||||
{
|
||||
targetRotation.x = 0;
|
||||
targetRotation.z = 0;
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, elapsedTime / rotationTime);
|
||||
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Log the action of picking up the target along with its name.
|
||||
ConvaiLogger.DebugLog($"Picking up Target: {target.name}", ConvaiLogger.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 = 1f;
|
||||
|
||||
// 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)
|
||||
{
|
||||
ConvaiLogger.DebugLog(
|
||||
$"Target: {target.name} became inactive during the pick up animation! Exiting PickUp coroutine.",
|
||||
ConvaiLogger.LogCategory.Actions);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Once the hand has reached the object, set the target's parent to the NPCs' transform,
|
||||
// effectively "picking up" the object, and then deactivate the object.
|
||||
target.transform.parent = gameObject.transform;
|
||||
target.SetActive(false);
|
||||
|
||||
// Transition back to the "Idle" animation.
|
||||
animator.CrossFade(Animator.StringToHash("Idle"), 0.4f);
|
||||
|
||||
// Invoke the ActionEnded event with the "PickUp" action and the target GameObject.
|
||||
ActionEnded?.Invoke("PickUp", target);
|
||||
}
|
||||
|
||||
private void Drop(GameObject target)
|
||||
{
|
||||
ActionStarted?.Invoke("Drop", target);
|
||||
|
||||
if (target == null) return;
|
||||
|
||||
ConvaiLogger.DebugLog($"Dropping Target: {target.name}", ConvaiLogger.LogCategory.Actions);
|
||||
target.transform.parent = null;
|
||||
target.SetActive(true);
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 744cc0ebc534aa44b8b0871ca72570b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <summary>
|
||||
/// This script defines global actions and settings for Convai.
|
||||
/// </summary>
|
||||
[AddComponentMenu("Convai/Convai Interactables Data")]
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3b04a8e56d4a394585355d57021ba7a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b8ebe81f46c4ee9ba8dc4742b92ca72
|
||||
timeCreated: 1729098038
|
||||
@ -0,0 +1,30 @@
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
public class DynamicInfoController : MonoBehaviour
|
||||
{
|
||||
public DynamicInfoConfig DynamicInfoConfig { get; private set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
DynamicInfoConfig = new DynamicInfoConfig();
|
||||
}
|
||||
|
||||
public void SetDynamicInfo(string info)
|
||||
{
|
||||
DynamicInfoConfig.Text = info;
|
||||
}
|
||||
|
||||
public void AddDynamicInfo(string info)
|
||||
{
|
||||
DynamicInfoConfig.Text += info;
|
||||
}
|
||||
|
||||
public void ClearDynamicInfo()
|
||||
{
|
||||
DynamicInfoConfig.Text = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05aa3cdd3ee246a0a8e5ca86bcfba893
|
||||
timeCreated: 1729098061
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79e17fbbffadd7f47b7b345e0be9a750
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,112 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.Extensions;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Models;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Types;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync
|
||||
{
|
||||
public class ConvaiLipSync : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public FaceModel faceModel = FaceModel.OvrModelName;
|
||||
|
||||
[field: SerializeField]
|
||||
[field: Tooltip("Assign the skin renderers and its respective effectors, along with the bones used for Facial Expression")]
|
||||
public FacialExpressionData FacialExpressionData { get; private set; } = new();
|
||||
|
||||
[field: SerializeField]
|
||||
[field: Range(0f, 1f)]
|
||||
[field: Tooltip("This decides how much blending will occur between two different blendshape frames")]
|
||||
public float WeightBlendingPower { get; private set; } = 0.5f;
|
||||
|
||||
[SerializeField] private List<string> characterEmotions;
|
||||
|
||||
private ConvaiNPC _convaiNPC;
|
||||
public ConvaiLipSyncApplicationBase ConvaiLipSyncApplicationBase { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// This function will automatically set any of the unassigned skinned mesh renderers to appropriate values using regex
|
||||
/// based functions.
|
||||
/// Sets the references of the required variables
|
||||
/// Sets wait for lipsync to true
|
||||
/// </summary>
|
||||
private void Start()
|
||||
{
|
||||
FindSkinMeshRenderer();
|
||||
_convaiNPC = GetComponent<ConvaiNPC>();
|
||||
ConvaiLipSyncApplicationBase = gameObject.GetOrAddComponent<ConvaiVisemesLipSync>();
|
||||
ConvaiLipSyncApplicationBase.Initialize(this, _convaiNPC);
|
||||
SetCharacterLipSyncing(true);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
StopLipSync();
|
||||
}
|
||||
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
StopLipSync();
|
||||
}
|
||||
|
||||
public event Action<bool> OnCharacterLipSyncing;
|
||||
|
||||
private void FindSkinMeshRenderer()
|
||||
{
|
||||
if (FacialExpressionData.Head.Renderer == null)
|
||||
FacialExpressionData.Head.Renderer = transform.GetComponentOnChildWithMatchingRegex<SkinnedMeshRenderer>("(.*_Head|CC_Base_Body)");
|
||||
if (FacialExpressionData.Teeth.Renderer == null)
|
||||
FacialExpressionData.Teeth.Renderer = transform.GetComponentOnChildWithMatchingRegex<SkinnedMeshRenderer>("(.*_Teeth|CC_Base_Teeth)");
|
||||
if (FacialExpressionData.Tongue.Renderer == null)
|
||||
FacialExpressionData.Tongue.Renderer = transform.GetComponentOnChildWithMatchingRegex<SkinnedMeshRenderer>("(.*_Tongue|CC_Base_Tongue)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the character emotions list
|
||||
/// </summary>
|
||||
/// <param name="newEmotions">list of new emotions</param>
|
||||
public void SetCharacterEmotions(List<string> newEmotions)
|
||||
{
|
||||
characterEmotions = new List<string>(newEmotions);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns Direct reference of the character emotions [Not Recommended to directly change this list]
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<string> GetCharacterEmotions()
|
||||
{
|
||||
return characterEmotions;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fires an event with update the Character Lip Syncing State
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
private void SetCharacterLipSyncing(bool value)
|
||||
{
|
||||
OnCharacterLipSyncing?.Invoke(value);
|
||||
}
|
||||
|
||||
/// <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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 88bce56f6985ef84f8835a0152628fa1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,126 @@
|
||||
using System.Collections.Generic;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.Features.LipSync;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Models;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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>
|
||||
/// Reference to the NPC on which lipsync will be applied
|
||||
/// </summary>
|
||||
protected ConvaiNPC ConvaiNPC;
|
||||
|
||||
/// <summary>
|
||||
/// Cached Reference of Facial Expression Data
|
||||
/// </summary>
|
||||
protected FacialExpressionData FacialExpressionData;
|
||||
|
||||
/// <summary>
|
||||
/// Cached Reference of WeightBlendingPower
|
||||
/// </summary>
|
||||
protected float WeightBlendingPower;
|
||||
|
||||
/// <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)
|
||||
{
|
||||
FacialExpressionData = convaiLipSync.FacialExpressionData;
|
||||
WeightBlendingPower = convaiLipSync.WeightBlendingPower;
|
||||
HasHeadSkinnedMeshRenderer = FacialExpressionData.Head.Renderer != null;
|
||||
HasTeethSkinnedMeshRenderer = FacialExpressionData.Teeth.Renderer != null;
|
||||
HasTongueSkinnedMeshRenderer = FacialExpressionData.Tongue.Renderer != null;
|
||||
HasJawBone = FacialExpressionData.JawBone != null;
|
||||
HasTongueBone = FacialExpressionData.TongueBone != null;
|
||||
ConvaiNPC = convaiNPC;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the tongue bone rotation to the new rotation
|
||||
/// </summary>
|
||||
/// <param name="newRotation"></param>
|
||||
protected void UpdateTongueBoneRotation(Vector3 newRotation)
|
||||
{
|
||||
if (!HasTongueBone) return;
|
||||
FacialExpressionData.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;
|
||||
FacialExpressionData.JawBone.transform.localEulerAngles = newRotation;
|
||||
}
|
||||
|
||||
|
||||
/// <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<ARKitBlendShapes> 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(ARKitBlendShapes blendshapeFrame)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a viseme frame to the last element of the list
|
||||
/// </summary>
|
||||
/// <param name="viseme"></param>
|
||||
public virtual void EnqueueFrame(VisemesData viseme)
|
||||
{
|
||||
}
|
||||
|
||||
#region Null States of References
|
||||
|
||||
protected bool HasHeadSkinnedMeshRenderer { get; private set; }
|
||||
protected bool HasTeethSkinnedMeshRenderer { get; private set; }
|
||||
protected bool HasTongueSkinnedMeshRenderer { get; private set; }
|
||||
private bool HasJawBone { get; set; }
|
||||
private bool HasTongueBone { get; set; }
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb231034f5b2dee4494498fe9117bda1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,96 @@
|
||||
using System.Collections.Generic;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
public class LipSyncBlendFrameData
|
||||
{
|
||||
#region FrameType enum
|
||||
|
||||
public enum FrameType
|
||||
{
|
||||
Visemes,
|
||||
Blendshape
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private readonly Queue<ARKitBlendShapes> _blendShapeFrames = new();
|
||||
private readonly FrameType _frameType;
|
||||
private readonly GetResponseResponse _getResponseResponse;
|
||||
private readonly int _totalFrames;
|
||||
private readonly Queue<VisemesData> _visemesFrames = new();
|
||||
|
||||
private int _framesCaptured;
|
||||
private bool _partiallyProcessed;
|
||||
|
||||
public LipSyncBlendFrameData(int totalFrames, GetResponseResponse response, FrameType frameType)
|
||||
{
|
||||
_totalFrames = totalFrames;
|
||||
_framesCaptured = 0;
|
||||
_getResponseResponse = response;
|
||||
_frameType = frameType;
|
||||
//ConvaiLogger.DebugLog($"Total Frames: {_totalFrames} | {response.AudioResponse.TextData}", ConvaiLogger.LogCategory.LipSync);
|
||||
}
|
||||
|
||||
public void Enqueue(ARKitBlendShapes 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<ARKitBlendShapes>(_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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31db1a9457d64f3d936ff7f5aabfb193
|
||||
timeCreated: 1708491067
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c45a9d44677146f4eb628784af6e9461
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync.Models
|
||||
{
|
||||
[Serializable]
|
||||
public class BlendShapesIndexEffector
|
||||
{
|
||||
[SerializeField] public int index;
|
||||
|
||||
[SerializeField] public float effectPercentage;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e635a84c98545eca5224853f9d59618
|
||||
timeCreated: 1722024855
|
||||
@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Visemes;
|
||||
using UnityEngine;
|
||||
|
||||
// ReSharper disable InconsistentNaming
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync.Models
|
||||
{
|
||||
[Serializable]
|
||||
public class FacialExpressionData
|
||||
{
|
||||
[Tooltip("Assign the Skin Renderer and Effector for Head")]
|
||||
public SkinMeshRendererData Head;
|
||||
|
||||
[Tooltip("Assign the Skin Renderer and Effector for Teeth")]
|
||||
public SkinMeshRendererData Teeth;
|
||||
|
||||
[Tooltip("Assign the Skin Renderer and Effector for Tongue")]
|
||||
public SkinMeshRendererData Tongue;
|
||||
|
||||
[Tooltip("Assign the Viseme Bone Effector List for Jaw")]
|
||||
public VisemeBoneEffectorList JawBoneEffector;
|
||||
|
||||
[Tooltip("Assign the Viseme Bone Effector List for Tongue")]
|
||||
public VisemeBoneEffectorList TongueBoneEffector;
|
||||
|
||||
[Tooltip("Assign the bone which effects movement of jaw")]
|
||||
public GameObject JawBone;
|
||||
|
||||
[Tooltip("Assign the bone which effects movement of tongue")]
|
||||
public GameObject TongueBone;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eeb1390214d44f679a8f26e8e95a40e1
|
||||
timeCreated: 1722028711
|
||||
@ -0,0 +1,16 @@
|
||||
using System;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Visemes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync.Models
|
||||
{
|
||||
[Serializable]
|
||||
public class SkinMeshRendererData
|
||||
{
|
||||
public SkinnedMeshRenderer Renderer;
|
||||
public VisemeEffectorsList VisemeEffectorsList;
|
||||
|
||||
[Tooltip("Lower and Upper bound of the Blendshape weight, Ex: 0-1, or 0-100")]
|
||||
public Vector2 WeightBounds = new(0, 1);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a23bc1b310f54ba7849b92bcb381cf4d
|
||||
timeCreated: 1722028729
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6158a9323c720f5408c5b7caa77405cc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,204 @@
|
||||
using System.Collections.Generic;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.Features.LipSync;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using Service;
|
||||
|
||||
/*
|
||||
! 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.Runtime.Features
|
||||
{
|
||||
public class ConvaiBlendShapeLipSync : ConvaiLipSyncApplicationBase
|
||||
{
|
||||
private const float A2XFRAMERATE = 1f / 30f;
|
||||
private Queue<Queue<ARKitBlendShapes>> _blendShapesQueue = new();
|
||||
private ARKitBlendShapes _currentBlendshape;
|
||||
|
||||
// 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
|
||||
// );
|
||||
// }
|
||||
// }
|
||||
|
||||
protected 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", $"{prefix}{mouth}{spacer}{upper}{spacer}{up}{spacer}{right}" }
|
||||
};
|
||||
}
|
||||
|
||||
public override void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
|
||||
{
|
||||
base.Initialize(convaiLipSync, convaiNPC);
|
||||
InvokeRepeating(nameof(UpdateBlendShape), 0, A2XFRAMERATE);
|
||||
}
|
||||
|
||||
protected virtual void UpdateBlendShape()
|
||||
{
|
||||
if (_blendShapesQueue == null || _blendShapesQueue.Count <= 0)
|
||||
{
|
||||
_currentBlendshape = new ARKitBlendShapes();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_blendShapesQueue.Peek().Count == 0)
|
||||
{
|
||||
_blendShapesQueue.Dequeue();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ConvaiNPC.IsCharacterTalking) return;
|
||||
_currentBlendshape = _blendShapesQueue.Peek().Dequeue();
|
||||
}
|
||||
|
||||
public override void PurgeExcessBlendShapeFrames()
|
||||
{
|
||||
if (_blendShapesQueue.Count <= 0) return;
|
||||
if (!CanPurge(_blendShapesQueue.Peek())) return;
|
||||
ConvaiLogger.Info($"Purging {_blendShapesQueue.Peek().Count} frames", ConvaiLogger.LogCategory.LipSync);
|
||||
_blendShapesQueue.Dequeue();
|
||||
}
|
||||
|
||||
public override void ClearQueue()
|
||||
{
|
||||
_blendShapesQueue = new Queue<Queue<ARKitBlendShapes>>();
|
||||
_currentBlendshape = new ARKitBlendShapes();
|
||||
}
|
||||
|
||||
public override void EnqueueQueue(Queue<ARKitBlendShapes> blendshapeFrames)
|
||||
{
|
||||
_blendShapesQueue.Enqueue(blendshapeFrames);
|
||||
}
|
||||
|
||||
public override void EnqueueFrame(ARKitBlendShapes blendshapeFrame)
|
||||
{
|
||||
if (_blendShapesQueue.Count == 0) EnqueueQueue(new Queue<ARKitBlendShapes>());
|
||||
_blendShapesQueue.Peek().Enqueue(blendshapeFrame);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca3ca8129b12656449558f306c86f70d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,150 @@
|
||||
using System.Collections.Generic;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.Extensions;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Models;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Visemes;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync.Types
|
||||
{
|
||||
public class ConvaiVisemesLipSync : ConvaiLipSyncApplicationBase
|
||||
{
|
||||
private const float FRAMERATE = 1f / 100.0f;
|
||||
private readonly Viseme _defaultViseme = new();
|
||||
private Viseme _currentViseme;
|
||||
private Queue<Queue<VisemesData>> _visemesDataQueue = new();
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
// 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 (Mathf.Approximately(_currentViseme.Sil, -2)) return;
|
||||
|
||||
|
||||
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, -90.0f));
|
||||
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, -5.0f));
|
||||
|
||||
if (HasHeadSkinnedMeshRenderer)
|
||||
UpdateMeshRenderer(FacialExpressionData.Head);
|
||||
if (HasTeethSkinnedMeshRenderer)
|
||||
UpdateMeshRenderer(FacialExpressionData.Teeth);
|
||||
if (HasTongueSkinnedMeshRenderer)
|
||||
UpdateMeshRenderer(FacialExpressionData.Tongue);
|
||||
|
||||
UpdateJawBoneRotation(new Vector3(0.0f, 0.0f, -90.0f - CalculateBoneEffect(FacialExpressionData.JawBoneEffector) * 30f));
|
||||
UpdateTongueBoneRotation(new Vector3(0.0f, 0.0f, CalculateBoneEffect(FacialExpressionData.TongueBoneEffector) * 80f - 5f));
|
||||
}
|
||||
|
||||
public override void Initialize(ConvaiLipSync convaiLipSync, ConvaiNPC convaiNPC)
|
||||
{
|
||||
base.Initialize(convaiLipSync, convaiNPC);
|
||||
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(_visemesDataQueue.Peek())) return;
|
||||
ConvaiLogger.Info($"Purging {_visemesDataQueue.Peek().Count} Frames", ConvaiLogger.LogCategory.LipSync);
|
||||
_visemesDataQueue.Dequeue();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
protected void UpdateBlendShape()
|
||||
{
|
||||
if (_visemesDataQueue is not { Count: > 0 })
|
||||
{
|
||||
_currentViseme = _defaultViseme;
|
||||
return;
|
||||
}
|
||||
|
||||
// Dequeue the next frame of visemes data from the faceDataList.
|
||||
if (_visemesDataQueue.Peek() == null || _visemesDataQueue.Peek().Count <= 0)
|
||||
{
|
||||
_visemesDataQueue.Dequeue();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ConvaiNPC.IsCharacterTalking) return;
|
||||
|
||||
_currentViseme = _visemesDataQueue.Peek().Dequeue().Visemes;
|
||||
}
|
||||
|
||||
private float CalculateBoneEffect(VisemeBoneEffectorList boneEffectorList)
|
||||
{
|
||||
if (boneEffectorList is null) return 0;
|
||||
return (
|
||||
boneEffectorList.sil * _currentViseme.Sil +
|
||||
boneEffectorList.pp * _currentViseme.Pp +
|
||||
boneEffectorList.ff * _currentViseme.Ff +
|
||||
boneEffectorList.th * _currentViseme.Th +
|
||||
boneEffectorList.dd * _currentViseme.Dd +
|
||||
boneEffectorList.kk * _currentViseme.Kk +
|
||||
boneEffectorList.ch * _currentViseme.Ch +
|
||||
boneEffectorList.ss * _currentViseme.Ss +
|
||||
boneEffectorList.nn * _currentViseme.Nn +
|
||||
boneEffectorList.rr * _currentViseme.Rr +
|
||||
boneEffectorList.aa * _currentViseme.Aa +
|
||||
boneEffectorList.e * _currentViseme.E +
|
||||
boneEffectorList.ih * _currentViseme.Ih +
|
||||
boneEffectorList.oh * _currentViseme.Oh +
|
||||
boneEffectorList.ou * _currentViseme.Ou
|
||||
)
|
||||
/ boneEffectorList.Total;
|
||||
}
|
||||
|
||||
private void UpdateMeshRenderer(SkinMeshRendererData data)
|
||||
{
|
||||
VisemeEffectorsList effectorsList = data.VisemeEffectorsList;
|
||||
SkinnedMeshRenderer skinnedMesh = data.Renderer;
|
||||
Vector2 bounds = data.WeightBounds;
|
||||
if (effectorsList == null) return;
|
||||
Dictionary<int, float> finalModifiedValuesDictionary = new();
|
||||
CalculateBlendShapeEffect(effectorsList.pp, ref finalModifiedValuesDictionary, _currentViseme.Pp);
|
||||
CalculateBlendShapeEffect(effectorsList.ff, ref finalModifiedValuesDictionary, _currentViseme.Ff);
|
||||
CalculateBlendShapeEffect(effectorsList.th, ref finalModifiedValuesDictionary, _currentViseme.Th);
|
||||
CalculateBlendShapeEffect(effectorsList.dd, ref finalModifiedValuesDictionary, _currentViseme.Dd);
|
||||
CalculateBlendShapeEffect(effectorsList.kk, ref finalModifiedValuesDictionary, _currentViseme.Kk);
|
||||
CalculateBlendShapeEffect(effectorsList.ch, ref finalModifiedValuesDictionary, _currentViseme.Ch);
|
||||
CalculateBlendShapeEffect(effectorsList.ss, ref finalModifiedValuesDictionary, _currentViseme.Ss);
|
||||
CalculateBlendShapeEffect(effectorsList.nn, ref finalModifiedValuesDictionary, _currentViseme.Nn);
|
||||
CalculateBlendShapeEffect(effectorsList.rr, ref finalModifiedValuesDictionary, _currentViseme.Rr);
|
||||
CalculateBlendShapeEffect(effectorsList.aa, ref finalModifiedValuesDictionary, _currentViseme.Aa);
|
||||
CalculateBlendShapeEffect(effectorsList.e, ref finalModifiedValuesDictionary, _currentViseme.E);
|
||||
CalculateBlendShapeEffect(effectorsList.ih, ref finalModifiedValuesDictionary, _currentViseme.Ih);
|
||||
CalculateBlendShapeEffect(effectorsList.oh, ref finalModifiedValuesDictionary, _currentViseme.Oh);
|
||||
CalculateBlendShapeEffect(effectorsList.ou, ref finalModifiedValuesDictionary, _currentViseme.Ou);
|
||||
foreach (KeyValuePair<int, float> keyValuePair in finalModifiedValuesDictionary)
|
||||
skinnedMesh.SetBlendShapeWeightInterpolate(keyValuePair.Key, keyValuePair.Value * bounds.y - bounds.x, WeightBlendingPower);
|
||||
}
|
||||
|
||||
private static void CalculateBlendShapeEffect(List<BlendShapesIndexEffector> effectors, ref Dictionary<int, float> dictionary, float value)
|
||||
{
|
||||
foreach (BlendShapesIndexEffector blendShapesIndexEffector in effectors)
|
||||
if (dictionary.ContainsKey(blendShapesIndexEffector.index))
|
||||
dictionary[blendShapesIndexEffector.index] += value * blendShapesIndexEffector.effectPercentage;
|
||||
else
|
||||
dictionary[blendShapesIndexEffector.index] = value * blendShapesIndexEffector.effectPercentage;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1917f6a14d9682440a27a434f0210496
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d67d884b024af84cb3e3a450c6a742a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,50 @@
|
||||
using Convai.Scripts.Runtime.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync.Visemes
|
||||
{
|
||||
[CreateAssetMenu(fileName = "Convai Viseme Bone Effector", menuName = "Convai/Expression/Visemes Bone Effector", order = 0)]
|
||||
public class VisemeBoneEffectorList : ScriptableObject
|
||||
{
|
||||
[SerializeField] public float sil;
|
||||
[SerializeField] public float pp;
|
||||
[SerializeField] public float ff;
|
||||
[SerializeField] public float th;
|
||||
[SerializeField] public float dd;
|
||||
[SerializeField] public float kk;
|
||||
[SerializeField] public float ch;
|
||||
[SerializeField] public float ss;
|
||||
[SerializeField] public float nn;
|
||||
[SerializeField] public float rr;
|
||||
[SerializeField] public float aa;
|
||||
[SerializeField] public float e;
|
||||
[SerializeField] public float ih;
|
||||
[SerializeField] public float oh;
|
||||
[SerializeField] public float ou;
|
||||
|
||||
|
||||
[field: SerializeField]
|
||||
[field: ReadOnly]
|
||||
public float Total { get; private set; }
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
Total = 0;
|
||||
Total += sil;
|
||||
Total += pp;
|
||||
Total += ff;
|
||||
Total += th;
|
||||
Total += dd;
|
||||
Total += kk;
|
||||
Total += ch;
|
||||
Total += ss;
|
||||
Total += nn;
|
||||
Total += rr;
|
||||
Total += aa;
|
||||
Total += e;
|
||||
Total += ih;
|
||||
Total += oh;
|
||||
Total += ou;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df06673497ba4952ab788f87edbf7950
|
||||
timeCreated: 1722030678
|
||||
@ -0,0 +1,26 @@
|
||||
using System.Collections.Generic;
|
||||
using Convai.Scripts.Runtime.Features.LipSync.Models;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LipSync.Visemes
|
||||
{
|
||||
[CreateAssetMenu(fileName = "Convai Viseme Effectors", menuName = "Convai/Expression/Visemes Skin Effector", order = 0)]
|
||||
public class VisemeEffectorsList : ScriptableObject
|
||||
{
|
||||
[SerializeField] public List<BlendShapesIndexEffector> sil;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> pp;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> ff;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> th;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> dd;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> kk;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> ch;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> ss;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> nn;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> rr;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> aa;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> e;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> ih;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> oh;
|
||||
[SerializeField] public List<BlendShapesIndexEffector> ou;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60d464fb2d5c4b959eb83e0010e7b3a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f68b63159b9486eb827769aface233e
|
||||
timeCreated: 1720520243
|
||||
@ -0,0 +1,53 @@
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.PlayerStats.API;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features.LongTermMemory
|
||||
{
|
||||
[AddComponentMenu("Convai/Convai Long Term Memory")]
|
||||
public class ConvaiLTMController : MonoBehaviour
|
||||
{
|
||||
[field: HideInInspector]
|
||||
[field: SerializeField]
|
||||
public LTMStatus LTMStatus { get; private set; } = LTMStatus.NotDefined;
|
||||
|
||||
private ConvaiNPC _convaiNpc;
|
||||
|
||||
private async void Reset()
|
||||
{
|
||||
await GetLTMStatus();
|
||||
}
|
||||
|
||||
public async Task GetLTMStatus()
|
||||
{
|
||||
LTMStatus = LTMStatus.NotDefined;
|
||||
_convaiNpc = GetComponent<ConvaiNPC>();
|
||||
if (!ConvaiAPIKeySetup.GetAPIKey(out string apiKey)) return;
|
||||
LTMStatus = await LongTermMemoryAPI.GetLTMStatus(apiKey, _convaiNpc.characterID, OnRequestFailed) ? LTMStatus.Enabled : LTMStatus.Disabled;
|
||||
}
|
||||
|
||||
private void OnRequestFailed()
|
||||
{
|
||||
LTMStatus = LTMStatus.Failed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// It starts a coroutine which can toggle the global status of the LTM for the character.
|
||||
/// It should not be done at runtime since it will toggle the status of the LTM for all the users
|
||||
/// </summary>
|
||||
/// <param name="enable"> new status of LTM</param>
|
||||
/// <returns></returns>
|
||||
public IEnumerator ToggleLTM(bool enable)
|
||||
{
|
||||
if (!ConvaiAPIKeySetup.GetAPIKey(out string apiKey)) yield break;
|
||||
LTMStatus = LTMStatus.NotDefined;
|
||||
_convaiNpc = GetComponent<ConvaiNPC>();
|
||||
Task<bool> resultTask = LongTermMemoryAPI.ToggleLTM(apiKey, _convaiNpc.characterID, enable, OnRequestFailed);
|
||||
yield return new WaitUntil(() => resultTask.IsCompleted);
|
||||
if (!resultTask.Result) yield break;
|
||||
LTMStatus = enable ? LTMStatus.Enabled : LTMStatus.Disabled;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80eba48346a34f57b0b76a123e959940
|
||||
timeCreated: 1720520265
|
||||
@ -0,0 +1,10 @@
|
||||
namespace Convai.Scripts.Runtime.Features.LongTermMemory
|
||||
{
|
||||
public enum LTMStatus
|
||||
{
|
||||
NotDefined,
|
||||
Enabled,
|
||||
Disabled,
|
||||
Failed
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6a89ad77f1374428bfe2252160c4e67d
|
||||
timeCreated: 1720607177
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 533d7f0ec16149f2b19fb5b228e7a1d8
|
||||
timeCreated: 1705687336
|
||||
@ -0,0 +1,243 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.Features.LipSync;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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
|
||||
{
|
||||
/// <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()
|
||||
{
|
||||
_npcGroup = NPC2NPCConversationManager.Instance.npcGroups.Find(c => c.BelongToGroup(this));
|
||||
otherNPC = _npcGroup.GroupNPC1 == this ? _npcGroup.GroupNPC2 : _npcGroup.GroupNPC1;
|
||||
_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(_npc2NPCGrpcClient!=null) _npc2NPCGrpcClient.OnTranscriptAvailable -= HandleTranscriptAvailable;
|
||||
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);
|
||||
}
|
||||
|
||||
private void HandleTranscriptAvailable(string transcript, ConvaiGroupNPCController npcController)
|
||||
{
|
||||
if (npcController != this) return;
|
||||
_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;
|
||||
_npc2NPCGrpcClient.OnTranscriptAvailable += HandleTranscriptAvailable;
|
||||
}
|
||||
|
||||
/// <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
|
||||
ConvaiLogger.Info($"Player is currently near {ConvaiNPC.characterName}: {isPlayerCurrentlyNear}", ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
ConvaiLogger.Warn("No GRPC client initialized for this NPC.", ConvaiLogger.LogCategory.Character);
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
CanRelayMessage = false;
|
||||
await Task.Delay(500);
|
||||
await _npc2NPCGrpcClient.SendTextData(
|
||||
message,
|
||||
ConvaiNPC.characterID,
|
||||
ConvaiNPC.sessionID,
|
||||
_lipSync != null,
|
||||
FaceModel,
|
||||
this);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ConvaiLogger.Warn($"Error sending message data for NPC2NPC: {ex.Message}", ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
|
||||
public void EndOfResponseReceived()
|
||||
{
|
||||
if (TryGetComponent(out ConvaiNPCAudioManager convaiNPCAudio)) convaiNPCAudio.OnCharacterTalkingChanged += SendFinalTranscriptToOtherNPC;
|
||||
ConversationManager.RelayMessage(_finalResponseText, this);
|
||||
_finalResponseText = "";
|
||||
}
|
||||
|
||||
private void SendFinalTranscriptToOtherNPC(bool isTalking)
|
||||
{
|
||||
if (IsInConversationWithAnotherNPC)
|
||||
{
|
||||
if (!isTalking)
|
||||
{
|
||||
ConversationManager.SwitchSpeaker(this);
|
||||
if (TryGetComponent(out ConvaiNPCAudioManager convaiNPCAudio)) convaiNPCAudio.OnCharacterTalkingChanged -= SendFinalTranscriptToOtherNPC;
|
||||
HideSpeechBubble?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
ConvaiLogger.DebugLog($"{ConvaiNPC.characterName} is currently still talking. ", ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsPlayerNearMe()
|
||||
{
|
||||
bool result = Vector3.Distance(transform.position, playerTransform.position) < CONVERSATION_DISTANCE_THRESHOLD;
|
||||
ConvaiLogger.Info($"Player is near {CharacterName}: {result}", ConvaiLogger.LogCategory.Character);
|
||||
return result;
|
||||
}
|
||||
|
||||
public bool IsOtherNPCTalking()
|
||||
{
|
||||
return otherNPC.ConvaiNPC.IsCharacterTalking;
|
||||
}
|
||||
|
||||
#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;
|
||||
private NPCGroup _npcGroup;
|
||||
private ConvaiGroupNPCController otherNPC;
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74d3f2dd15d074a429eeea8c31f80b13
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,302 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using Grpc.Core;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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}. "
|
||||
: $"Talk about something other than \"{message}\" but related to {topic}. Gently change the conversation topic. ";
|
||||
|
||||
return processedMessage + "Definitely, reply to the message. Dont address speaker. Keep the reply short. Do not repeat the same message, or keep asking same question.";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Relays the message from the sender NPC.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to be relayed.</param>
|
||||
/// <param name="sender">The NPC sending the message.</param>
|
||||
/// <param name="performSwitch"></param>
|
||||
public void RelayMessage(string message, ConvaiGroupNPCController sender)
|
||||
{
|
||||
NPCGroup npcGroup = npcGroups.Find(c => c.BelongToGroup(sender));
|
||||
if (npcGroup == null)
|
||||
{
|
||||
ConvaiLogger.Warn("Conversation not found for the sender.", ConvaiLogger.LogCategory.Character);
|
||||
return;
|
||||
}
|
||||
|
||||
npcGroup.messageToRelay = message;
|
||||
if (!npcGroup.CurrentSpeaker.IsPlayerNearMe()) return;
|
||||
StartCoroutine(RelayMessageCoroutine(message, sender, npcGroup));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine to relay the message from the sender NPC.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to be relayed.</param>
|
||||
/// <param name="npcGroup"> The NPC group to relay the message to. </param>
|
||||
/// <returns>An IEnumerator to be used in a coroutine.</returns>
|
||||
private IEnumerator RelayMessageCoroutine(string message, ConvaiGroupNPCController sender, NPCGroup npcGroup)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
ConvaiGroupNPCController receiver = npcGroup.GroupNPC1 == sender ? npcGroup.GroupNPC2 : npcGroup.GroupNPC1;
|
||||
while (receiver.ConvaiNPC.IsCharacterTalking)
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
try
|
||||
{
|
||||
ConvaiLogger.DebugLog($"Relaying message from {sender.CharacterName} to {receiver.CharacterName}: {message}", ConvaiLogger.LogCategory.Character);
|
||||
|
||||
string processedMessage = ProcessMessage(receiver, npcGroup.topic, message);
|
||||
receiver.SendTextDataNPC2NPC(processedMessage);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ConvaiLogger.Warn($"Failed to relay message: {e.Message}", ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Switches the speaker in the conversation.
|
||||
/// </summary>
|
||||
/// <param name="currentSpeaker">The current speaker NPC.</param>
|
||||
/// <returns>The new speaker NPC.</returns>
|
||||
public void SwitchSpeaker(ConvaiGroupNPCController currentSpeaker)
|
||||
{
|
||||
NPCGroup group = npcGroups.Find(g => g.CurrentSpeaker == currentSpeaker);
|
||||
if (group != null)
|
||||
{
|
||||
group.CurrentSpeaker = currentSpeaker == group.GroupNPC1 ? group.GroupNPC2 : group.GroupNPC1;
|
||||
ConvaiLogger.DebugLog($"Switching NPC2NPC Speaker to {group.CurrentSpeaker}", ConvaiLogger.LogCategory.Character);
|
||||
return;
|
||||
}
|
||||
|
||||
ConvaiLogger.Warn("Failed to switch speaker. Current speaker not found in any group.", ConvaiLogger.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)
|
||||
{
|
||||
ConvaiLogger.Warn("The given NPC is null.", ConvaiLogger.LogCategory.Character);
|
||||
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)
|
||||
{
|
||||
ConvaiLogger.Warn("The given NPC is not part of any group.", ConvaiLogger.LogCategory.Character);
|
||||
return;
|
||||
}
|
||||
|
||||
ConvaiGroupNPCController npc1 = npcGroup.GroupNPC1;
|
||||
ConvaiGroupNPCController npc2 = npcGroup.GroupNPC2;
|
||||
|
||||
if (npc1.IsInConversationWithAnotherNPC || npc2.IsInConversationWithAnotherNPC)
|
||||
{
|
||||
ConvaiLogger.Warn($"{npc1.CharacterName} or {npc2.CharacterName} is already in a conversation.", ConvaiLogger.LogCategory.Character);
|
||||
return;
|
||||
}
|
||||
|
||||
NPC2NPCGRPCClient grpcClient = CreateAndInitializeGRPCClient(npcGroup);
|
||||
|
||||
// Initialize both NPCs
|
||||
InitializeNPC(npc1, grpcClient);
|
||||
InitializeNPC(npc2, grpcClient);
|
||||
|
||||
npcGroup.CurrentSpeaker = Random.Range(0, 10) % 2 == 0 ? npc1 : npc2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates and initializes a new GRPC client for the given NPC group.
|
||||
/// </summary>
|
||||
/// <param name="group">The NPC group to create the GRPC client for.</param>
|
||||
/// <returns>The initialized GRPC client.</returns>
|
||||
private NPC2NPCGRPCClient CreateAndInitializeGRPCClient(NPCGroup group)
|
||||
{
|
||||
GameObject grpcClientGameObject = new($"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();
|
||||
List<ChannelOption> options = new()
|
||||
{
|
||||
new ChannelOption(ChannelOptions.MaxReceiveMessageLength, 16 * 1024 * 1024)
|
||||
};
|
||||
Channel channel = new(GRPC_API_ENDPOINT, credentials, options);
|
||||
return new ConvaiService.ConvaiServiceClient(channel);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ConvaiLogger.Error($"Failed to create ConvaiServiceClient: {ex.Message}", ConvaiLogger.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 = $"Talk about {npcGroup.topic}.";
|
||||
npcGroup.CurrentSpeaker.SendTextDataNPC2NPC(message);
|
||||
npcGroup.messageToRelay = message;
|
||||
ConvaiLogger.DebugLog($"Starting conversation for the first time between {npcGroup.GroupNPC1.CharacterName} and {npcGroup.GroupNPC2.CharacterName}",
|
||||
ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
RelayMessage(npcGroup.messageToRelay, npcGroup.CurrentSpeaker);
|
||||
ConvaiLogger.DebugLog($"Resuming conversation between {npcGroup.GroupNPC1.CharacterName} and {npcGroup.GroupNPC2.CharacterName}",
|
||||
ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ends the conversation for the given NPC.
|
||||
/// </summary>
|
||||
/// <param name="npc"> The NPC to end the conversation for. </param>
|
||||
public void EndConversation(ConvaiGroupNPCController npc)
|
||||
{
|
||||
NPCGroup group = npcGroups.Find(g => g.BelongToGroup(npc));
|
||||
ConvaiLogger.DebugLog($"Ending conversation between {group.GroupNPC1.CharacterName} and {group.GroupNPC2.CharacterName}", ConvaiLogger.LogCategory.Character);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e5c3956535ee405983974a5434b6f4a4
|
||||
timeCreated: 1705687346
|
||||
@ -0,0 +1,226 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using Convai.Scripts.Runtime.Utils;
|
||||
using Grpc.Core;
|
||||
using Service;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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;
|
||||
|
||||
public event Action<string, ConvaiGroupNPCController> OnTranscriptAvailable;
|
||||
|
||||
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", "3.2.1" }
|
||||
};
|
||||
|
||||
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, ConvaiGroupNPCController npcController)
|
||||
{
|
||||
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, npcController); },
|
||||
_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, ConvaiGroupNPCController npcController)
|
||||
{
|
||||
ConvaiLogger.Info("Receiving response from server", ConvaiLogger.LogCategory.Character);
|
||||
Queue<LipSyncBlendFrameData> lipSyncBlendFrameQueue = new();
|
||||
ConvaiNPC convaiNPC = npcController.ConvaiNPC;
|
||||
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)
|
||||
{
|
||||
MainThreadDispatcher.Instance.RunOnMainThread(() => OnTranscriptAvailable?.Invoke(result.AudioResponse.TextData, npcController));
|
||||
if (result.AudioResponse.AudioData.ToByteArray().Length > 46)
|
||||
{
|
||||
byte[] wavBytes = result.AudioResponse.AudioData.ToByteArray();
|
||||
|
||||
// will only work for wav files
|
||||
if (convaiNPC.convaiLipSync == null)
|
||||
{
|
||||
ConvaiLogger.DebugLog($"Enqueuing responses: {result.AudioResponse.TextData}", ConvaiLogger.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)(WavUtility.CalculateDurationSeconds(wavBytes) * 30),
|
||||
result,
|
||||
frameType
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if (result.AudioResponse.VisemesData != null)
|
||||
if (convaiNPC.convaiLipSync != null)
|
||||
{
|
||||
//ConvaiLogger.Info(result.AudioResponse.VisemesData, ConvaiLogger.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.BlendshapesData != null)
|
||||
if (convaiNPC.convaiLipSync != null)
|
||||
{
|
||||
if (lipSyncBlendFrameQueue.Peek().CanProcess() || result.AudioResponse.EndOfResponse)
|
||||
{
|
||||
lipSyncBlendFrameQueue.Dequeue().Process(convaiNPC);
|
||||
}
|
||||
else
|
||||
{
|
||||
lipSyncBlendFrameQueue.Peek().Enqueue(result.AudioResponse.FaceEmotion.ArKitBlendShapes);
|
||||
|
||||
if (lipSyncBlendFrameQueue.Peek().CanPartiallyProcess()) lipSyncBlendFrameQueue.Peek().ProcessPartially(convaiNPC);
|
||||
}
|
||||
}
|
||||
|
||||
if (result.AudioResponse.EndOfResponse)
|
||||
MainThreadDispatcher.Instance.RunOnMainThread(npcController.EndOfResponseReceived);
|
||||
}
|
||||
}
|
||||
catch (RpcException rpcException)
|
||||
{
|
||||
if (rpcException.StatusCode == StatusCode.Cancelled)
|
||||
ConvaiLogger.Error(rpcException, ConvaiLogger.LogCategory.Character);
|
||||
else
|
||||
throw;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ConvaiLogger.DebugLog(ex, ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc8dba94e7504aab878f30a19a55fa5a
|
||||
timeCreated: 1708531595
|
||||
@ -0,0 +1,77 @@
|
||||
using System;
|
||||
using Convai.Scripts.Runtime.Attributes;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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;
|
||||
|
||||
private bool _isPlayerNearGroup;
|
||||
private Action<bool, ConvaiGroupNPCController> _vicinityChangedCallback;
|
||||
|
||||
public ConvaiGroupNPCController CurrentSpeaker { get; set; }
|
||||
public ConvaiGroupNPCController CurrentListener => CurrentSpeaker == GroupNPC1 ? GroupNPC2 : GroupNPC1;
|
||||
|
||||
public void Initialize(Action<bool, ConvaiGroupNPCController> vicinityChangedCallback)
|
||||
{
|
||||
_vicinityChangedCallback = vicinityChangedCallback;
|
||||
if (GroupNPC1 == null) return;
|
||||
GroupNPC1.OnPlayerVicinityChanged += HandleVicinity;
|
||||
GroupNPC1.OnPlayerVicinityChanged += HandleVicinity;
|
||||
}
|
||||
|
||||
~NPCGroup()
|
||||
{
|
||||
if (GroupNPC1 == null) return;
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c1f1924c9c44d79a1c9abfaeb720f83
|
||||
timeCreated: 1713324738
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c6246458db44b939c322f228563602e
|
||||
timeCreated: 1712719472
|
||||
@ -0,0 +1,37 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
public class ConvaiSpeechBubbleController : MonoBehaviour
|
||||
{
|
||||
private ConvaiGroupNPCController _convaiGroupNPC;
|
||||
private NPCSpeechBubble _speechBubble;
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_convaiGroupNPC.ShowSpeechBubble -= ConvaiNPC_ShowSpeechBubble;
|
||||
_convaiGroupNPC.HideSpeechBubble -= ConvaiNPC_HideSpeechBubble;
|
||||
Destroy(_speechBubble.gameObject);
|
||||
_speechBubble = null;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if(!string.IsNullOrEmpty(text)) _speechBubble.ShowSpeechBubble(text);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4c8a9e9735c471493ad93d4f677e7de
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,11 @@
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <summary>
|
||||
/// Interface for displaying speech bubbles.
|
||||
/// </summary>
|
||||
public interface ISpeechBubbleDisplay
|
||||
{
|
||||
void ShowSpeechBubble(string text);
|
||||
void HideSpeechBubble();
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c1403fe2d584d4abbb9e6588b8035f7
|
||||
timeCreated: 1712719388
|
||||
@ -0,0 +1,29 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a26c5b33822429bb443f94d041a3374
|
||||
timeCreated: 1712719408
|
||||
@ -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:
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b390e5b7c8d51a44fa4f560d93e8067f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,54 @@
|
||||
using System;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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()
|
||||
{
|
||||
ConvaiLogger.DebugLog($"Section {SectionName} started", ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
|
||||
private void LogSectionEnd()
|
||||
{
|
||||
ConvaiLogger.DebugLog($"Section {SectionName} ended", ConvaiLogger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32b4f9b2242945c19917f76c7ceb0a71
|
||||
timeCreated: 1707390195
|
||||
@ -0,0 +1,38 @@
|
||||
using System;
|
||||
using Convai.Scripts.Runtime.Attributes;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 98ee0e1dea8bb8c4ba9fe2daf30e9960
|
||||
timeCreated: 1706764030
|
||||
@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using Convai.Scripts.Runtime.Attributes;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
[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;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed95a107485d00746a551222f53d0950
|
||||
timeCreated: 1706764014
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ecfb3b2eea944946a1d2336205b5eaad
|
||||
timeCreated: 1706853590
|
||||
@ -0,0 +1,151 @@
|
||||
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.LoggerSystem;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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)
|
||||
{
|
||||
ConvaiLogger.Exception($"Request to {endpoint} failed: {e.Message}", ConvaiLogger.LogCategory.GRPC);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13850aaec3d742c2867a15ab2273a1e0
|
||||
timeCreated: 1706546525
|
||||
@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
public class NarrativeDesignKeyController : MonoBehaviour
|
||||
{
|
||||
public List<NarrativeDesignKey> narrativeDesignKeys;
|
||||
|
||||
[Serializable]
|
||||
public class NarrativeDesignKey
|
||||
{
|
||||
public string name;
|
||||
public string value;
|
||||
}
|
||||
|
||||
public void SetTemplateKey(Dictionary<string, string> keyValuePairs)
|
||||
{
|
||||
narrativeDesignKeys.Clear();
|
||||
narrativeDesignKeys.AddRange(from item in keyValuePairs
|
||||
select new NarrativeDesignKey { name = item.Key, value = item.Value });
|
||||
}
|
||||
public void AddTemplateKey(string name, string value)
|
||||
{
|
||||
narrativeDesignKeys.Add(new NarrativeDesignKey { name = name, value = value });
|
||||
}
|
||||
public void RemoveTemplateKey(string name)
|
||||
{
|
||||
NarrativeDesignKey reference = narrativeDesignKeys.Find(x => x.name == name);
|
||||
if(reference == null) return;
|
||||
narrativeDesignKeys.Remove(reference);
|
||||
}
|
||||
public void UpdateTemplateKey(string name, string value)
|
||||
{
|
||||
NarrativeDesignKey reference = narrativeDesignKeys.Find(x => x.name == name);
|
||||
if (reference == null) return;
|
||||
reference.value = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d526d030017744949b7412a85e6134d3
|
||||
timeCreated: 1725884181
|
||||
@ -0,0 +1,154 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using Convai.Scripts.Runtime.LoggerSystem;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
/// <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)
|
||||
{
|
||||
ConvaiLogger.Error($"Please setup API Key properly. FormatException occurred: {e.Message}", ConvaiLogger.LogCategory.Character);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
public event Action OnTriggersUpdated;
|
||||
|
||||
private async Task ListTriggersAsync(string characterId)
|
||||
{
|
||||
try
|
||||
{
|
||||
string triggers = await NarrativeDesignAPI.GetTriggerListAsync(characterId);
|
||||
triggerDataList = JsonConvert.DeserializeObject<List<TriggerData>>(triggers);
|
||||
OnTriggersUpdated?.Invoke();
|
||||
}
|
||||
catch (FormatException e)
|
||||
{
|
||||
ConvaiLogger.Exception($"Format Exception occurred: {e.Message}", ConvaiLogger.LogCategory.Character);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Updates the current section.
|
||||
/// </summary>
|
||||
/// <param name="sectionID"> The section ID to update to. </param>
|
||||
public void UpdateCurrentSection(string sectionID)
|
||||
{
|
||||
if (string.IsNullOrEmpty(_currentSectionID))
|
||||
{
|
||||
_currentSectionID = sectionID;
|
||||
InvokeSectionEvent(_currentSectionID, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_currentSectionID.Equals(sectionID))
|
||||
return;
|
||||
|
||||
InvokeSectionEvent(_currentSectionID, false);
|
||||
_currentSectionID = sectionID;
|
||||
InvokeSectionEvent(_currentSectionID, true);
|
||||
}
|
||||
|
||||
private void InvokeSectionEvent(string id, bool isStarting)
|
||||
{
|
||||
SectionChangeEventsData sectionChangeEventsData = sectionChangeEventsDataList.Find(x => x.id == id);
|
||||
|
||||
if (sectionChangeEventsData == null)
|
||||
{
|
||||
ConvaiLogger.Info($"No Section Change Events have been created for sectionID: {id}", ConvaiLogger.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);
|
||||
|
||||
// Remove sections that no longer exist
|
||||
sectionDataList.RemoveAll(currentSection => !updatedSectionDictionary.ContainsKey(currentSection.sectionId));
|
||||
|
||||
foreach (SectionData currentSection in sectionDataList.ToList())
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3d56bc33052944e0aba5a0fe7073c3ab
|
||||
timeCreated: 1706546743
|
||||
@ -0,0 +1,77 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Convai.Scripts.Runtime.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Convai.Scripts.Runtime.Features
|
||||
{
|
||||
public class NarrativeDesignTrigger : MonoBehaviour
|
||||
{
|
||||
public ConvaiNPC convaiNPC;
|
||||
[HideInInspector] public int selectedTriggerIndex;
|
||||
[HideInInspector] public List<string> availableTriggers = new();
|
||||
public UnityEvent onTriggerEvent;
|
||||
|
||||
private NarrativeDesignManager _narrativeDesignManager;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
UpdateNarrativeDesignManager();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag("Player")) InvokeSelectedTrigger();
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
UpdateNarrativeDesignManager();
|
||||
}
|
||||
|
||||
private void UpdateNarrativeDesignManager()
|
||||
{
|
||||
if (convaiNPC != null)
|
||||
{
|
||||
_narrativeDesignManager = convaiNPC.GetComponent<NarrativeDesignManager>();
|
||||
if (_narrativeDesignManager != null) UpdateAvailableTriggers();
|
||||
}
|
||||
else
|
||||
{
|
||||
availableTriggers.Clear();
|
||||
selectedTriggerIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateAvailableTriggers()
|
||||
{
|
||||
if (_narrativeDesignManager != null)
|
||||
{
|
||||
availableTriggers = _narrativeDesignManager.triggerDataList.Select(trigger => trigger.triggerName).ToList();
|
||||
if (selectedTriggerIndex >= availableTriggers.Count) selectedTriggerIndex = availableTriggers.Count - 1;
|
||||
}
|
||||
}
|
||||
|
||||
public void InvokeSelectedTrigger()
|
||||
{
|
||||
if (convaiNPC != null && availableTriggers != null && selectedTriggerIndex >= 0 && selectedTriggerIndex < availableTriggers.Count)
|
||||
{
|
||||
string selectedTriggerName = availableTriggers[selectedTriggerIndex];
|
||||
ConvaiNPCManager.Instance.SetActiveConvaiNPC(convaiNPC, false);
|
||||
onTriggerEvent?.Invoke();
|
||||
convaiNPC.TriggerEvent(selectedTriggerName);
|
||||
}
|
||||
}
|
||||
|
||||
public void InvokeSpeech(string message)
|
||||
{
|
||||
if (convaiNPC != null && !string.IsNullOrEmpty(message))
|
||||
{
|
||||
ConvaiNPCManager.Instance.SetActiveConvaiNPC(convaiNPC, false);
|
||||
onTriggerEvent?.Invoke();
|
||||
convaiNPC.TriggerSpeech(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c783ed73e64a204ebf38b93c054b566
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user