To be able to call out “fire” and “stop”, I made some edits to the `F3DPlayerTurretController.cs` script.
using UnityEngine;
using System.Collections;
using UnityWebGLSpeechDetection;
namespace Forge3D
{
public class F3DPlayerTurretController : MonoBehaviour
{
RaycastHit hitInfo; // Raycast structure
public F3DTurret turret;
bool isFiring; // Is turret currently in firing state
public F3DFXController fxController;
// reference to the proxy
private ISpeechDetectionPlugin _mSpeechDetectionPlugin = null;
enum FireState
{
IDLE,
DETECTED_FIRE,
FIRE_ONCE,
FIRE_IDLE,
DETECTED_STOP,
STOP_ONCE
}
// detect the word once in all updates
private static FireState _sFireState = FireState.IDLE;
// make sure all turrets detect the async word in their update event
private static bool _sReadyForLateUpdate = false;
// init the speech proxy
private IEnumerator Start()
{
// get the singleton instance
_mSpeechDetectionPlugin = ProxySpeechDetectionPlugin.GetInstance();
// check the reference to the plugin
if (null == _mSpeechDetectionPlugin)
{
Debug.LogError("Proxy Speech Detection Plugin is not set!");
yield break;
}
// wait for plugin to become available
while (!_mSpeechDetectionPlugin.IsAvailable())
{
yield return null;
}
// subscribe to events
_mSpeechDetectionPlugin.AddListenerOnDetectionResult(HandleDetectionResult);
// abort and clear existing words
_mSpeechDetectionPlugin.Abort();
}
// Handler for speech detection events
void HandleDetectionResult(object sender, SpeechDetectionEventArgs args)
{
if (null == args.detectionResult)
{
return;
}
SpeechRecognitionResult[] results = args.detectionResult.results;
if (null == results)
{
return;
}
bool doAbort = false;
foreach (SpeechRecognitionResult result in results)
{
SpeechRecognitionAlternative[] alternatives = result.alternatives;
if (null == alternatives)
{
continue;
}
foreach (SpeechRecognitionAlternative alternative in alternatives)
{
if (string.IsNullOrEmpty(alternative.transcript))
{
continue;
}
string lower = alternative.transcript.ToLower();
Debug.LogFormat("Detected: {0}", lower);
if (lower.Contains("fire"))
{
if (_sFireState == FireState.IDLE)
{
_sFireState = FireState.DETECTED_FIRE;
}
doAbort = true;
}
if (lower.Contains("stop"))
{
if (_sFireState == FireState.FIRE_IDLE)
{
_sFireState = FireState.DETECTED_STOP;
}
doAbort = true;
}
}
}
// abort detection on match for faster matching on words instead of complete sentences
if (doAbort)
{
_mSpeechDetectionPlugin.Abort();
}
}
// make the async detected word, detectable at the start of all the update events
void LateUpdate()
{
if (_sReadyForLateUpdate)
{
_sReadyForLateUpdate = false;
switch (_sFireState)
{
case FireState.DETECTED_FIRE:
_sFireState = FireState.FIRE_ONCE;
break;
case FireState.FIRE_ONCE:
_sFireState = FireState.FIRE_IDLE;
break;
case FireState.DETECTED_STOP:
_sFireState = FireState.STOP_ONCE;
break;
case FireState.STOP_ONCE:
_sFireState = FireState.IDLE;
break;
}
}
}
void Update()
{
CheckForTurn();
CheckForFire();
// After update, use one late update to detect the async word
_sReadyForLateUpdate = true;
}
void CheckForFire()
{
// Fire turret
//if (!isFiring && Input.GetKeyDown(KeyCode.Mouse0))
if (!isFiring && _sFireState == FireState.FIRE_ONCE)
{
isFiring = true;
fxController.Fire();
}
// Stop firing
//if (isFiring && Input.GetKeyUp(KeyCode.Mouse0))
if (isFiring && _sFireState == FireState.STOP_ONCE)
{
isFiring = false;
fxController.Stop();
}
}
To be able to call out the names of weapons and to add speech, I made some edits to the `F3DFXController` script.
using System.Collections;
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityWebGLSpeechDetection;
using UnityWebGLSpeechSynthesis;
namespace Forge3D
{
// Weapon types
public enum F3DFXType
{
Vulcan,
SoloGun,
Sniper,
ShotGun,
Seeker,
RailGun,
PlasmaGun,
PlasmaBeam,
PlasmaBeamHeavy,
LightningGun,
FlameRed,
LaserImpulse
}
public class F3DFXController : MonoBehaviour
{
/// <summary>
/// Voices drop down
/// </summary>
public Dropdown _mDropdownVoices = null;
/// <summary>
/// Reference to the proxy
/// </summary>
private ISpeechDetectionPlugin _mSpeechDetectionPlugin = null;
/// <summary>
/// Reference to the proxy
/// </summary>
private ISpeechSynthesisPlugin _mSpeechSynthesisPlugin = null;
/// <summary>
/// Reference to the supported voices
/// </summary>
private VoiceResult _mVoiceResult = null;
/// <summary>
/// Reference to the utterance, voice, and text to speak
/// </summary>
private SpeechSynthesisUtterance _mSpeechSynthesisUtterance = null;
/// <summary>
/// Track when the utterance is created
/// </summary>
private bool _mUtteranceSet = false;
/// <summary>
/// Track when the voices are created
/// </summary>
private bool _mVoicesSet = false;
enum WeaponState
{
IDLE,
DETECTED_LEFT,
LEFT_ONCE,
DETECTED_RIGHT,
RIGHT_ONCE
}
// detect the word once in all updates
private static WeaponState _sWeaponState = WeaponState.IDLE;
// make sure all turrets detect the async word in their update event
private static bool _sReadyForLateUpdate = false;
// Singleton instance
public static F3DFXController instance;
// init the speech proxy
private IEnumerator Start()
{
// get the singleton instance
_mSpeechDetectionPlugin = ProxySpeechDetectionPlugin.GetInstance();
// check the reference to the plugin
if (null == _mSpeechDetectionPlugin)
{
Debug.LogError("Proxy Speech Detection Plugin is not set!");
yield break;
}
// wait for plugin to become available
while (!_mSpeechDetectionPlugin.IsAvailable())
{
yield return null;
}
_mSpeechSynthesisPlugin = ProxySpeechSynthesisPlugin.GetInstance();
if (null == _mSpeechSynthesisPlugin)
{
Debug.LogError("Proxy Speech Synthesis Plugin is not set!");
yield break;
}
// wait for proxy to become available
while (!_mSpeechSynthesisPlugin.IsAvailable())
{
yield return null;
}
// subscribe to events
_mSpeechDetectionPlugin.AddListenerOnDetectionResult(HandleDetectionResult);
// abort and clear existing words
_mSpeechDetectionPlugin.Abort();
// Get voices from proxy
GetVoices();
// Create an instance of SpeechSynthesisUtterance
_mSpeechSynthesisPlugin.CreateSpeechSynthesisUtterance((utterance) =>
{
//Debug.LogFormat("Utterance created: {0}", utterance._mReference);
_mSpeechSynthesisUtterance = utterance;
// The utterance is set
_mUtteranceSet = true;
// Set the default voice if ready
SetIfReadyForDefaultVoice();
});
}
/// <summary>
/// Get voices from the proxy
/// </summary>
/// <returns></returns>
private void GetVoices()
{
// get voices from the proxy
_mSpeechSynthesisPlugin.GetVoices((voiceResult) =>
{
_mVoiceResult = voiceResult;
// prepare the voices drop down items
SpeechSynthesisUtils.PopulateVoicesDropdown(_mDropdownVoices, _mVoiceResult);
// The voices are set
_mVoicesSet = true;
// Set the default voice if ready
SetIfReadyForDefaultVoice();
});
}
/// <summary>
/// Set the default voice if voices and utterance are ready
/// </summary>
private void SetIfReadyForDefaultVoice()
{
if (_mVoicesSet &&
_mUtteranceSet)
{
// set the default voice
SpeechSynthesisUtils.SetDefaultVoice(_mDropdownVoices);
// enable voices dropdown
SpeechSynthesisUtils.SetInteractable(true, _mDropdownVoices);
Voice voice = SpeechSynthesisUtils.GetVoice(_mVoiceResult, SpeechSynthesisUtils.GetDefaultVoice());
_mSpeechSynthesisPlugin.SetVoice(_mSpeechSynthesisUtterance, voice);
// drop down reference must be set
if (_mDropdownVoices)
{
// set up the drop down change listener
_mDropdownVoices.onValueChanged.AddListener(delegate {
// handle the voice change event, and set the voice on the utterance
SpeechSynthesisUtils.HandleVoiceChanged(_mDropdownVoices,
_mVoiceResult,
_mSpeechSynthesisUtterance,
_mSpeechSynthesisPlugin);
});
}
}
}
/// <summary>
/// Speak the utterance
/// </summary>
private void Speak(string text)
{
if (!_mVoicesSet ||
!_mUtteranceSet)
{
// not ready
return;
}
// Cancel if already speaking
_mSpeechSynthesisPlugin.Cancel();
// Set the text that will be spoken
_mSpeechSynthesisPlugin.SetText(_mSpeechSynthesisUtterance, text);
// Use the plugin to speak the utterance
_mSpeechSynthesisPlugin.Speak(_mSpeechSynthesisUtterance);
}
// Handler for speech detection events
void HandleDetectionResult(object sender, SpeechDetectionEventArgs args)
{
if (null == args.detectionResult)
{
return;
}
SpeechRecognitionResult[] results = args.detectionResult.results;
if (null == results)
{
return;
}
bool doAbort = false;
foreach (SpeechRecognitionResult result in results)
{
SpeechRecognitionAlternative[] alternatives = result.alternatives;
if (null == alternatives)
{
continue;
}
foreach (SpeechRecognitionAlternative alternative in alternatives)
{
if (string.IsNullOrEmpty(alternative.transcript))
{
continue;
}
string lower = alternative.transcript.ToLower();
Debug.LogFormat("Detected: {0}", lower);
if (lower.Contains("left"))
{
if (_sWeaponState == WeaponState.IDLE)
{
_sWeaponState = WeaponState.DETECTED_LEFT;
}
doAbort = true;
break;
}
else if (lower.Contains("right"))
{
if (_sWeaponState == WeaponState.IDLE)
{
_sWeaponState = WeaponState.DETECTED_RIGHT;
}
doAbort = true;
break;
}
else if (lower.Contains("lightning"))
{
if (DefaultFXType != F3DFXType.LightningGun)
{
DefaultFXType = F3DFXType.LightningGun;
Speak(string.Format("{0} is active, sir", DefaultFXType));
}
doAbort = true;
break;
}
else if (lower.Contains("beam"))
{
if (DefaultFXType != F3DFXType.PlasmaBeam)
{
DefaultFXType = F3DFXType.PlasmaBeam;
Speak(string.Format("{0} is active, sir", DefaultFXType));
}
doAbort = true;
break;
}
}
}
// abort detection on match for faster matching on words instead of complete sentences
if (doAbort)
{
_mSpeechDetectionPlugin.Abort();
}
}
// make the async detected word, detectable at the start of all the update events
void LateUpdate()
{
if (_sReadyForLateUpdate)
{
_sReadyForLateUpdate = false;
switch (_sWeaponState)
{
case WeaponState.DETECTED_LEFT:
_sWeaponState = WeaponState.LEFT_ONCE;
break;
case WeaponState.LEFT_ONCE:
_sWeaponState = WeaponState.IDLE;
break;
case WeaponState.DETECTED_RIGHT:
_sWeaponState = WeaponState.RIGHT_ONCE;
break;
case WeaponState.RIGHT_ONCE:
_sWeaponState = WeaponState.IDLE;
break;
}
}
}
void Update()
{
// Switch weapon types using keyboard keys
//if (Input.GetKeyDown(KeyCode.RightArrow))
if (_sWeaponState == WeaponState.LEFT_ONCE)
NextWeapon();
//else if (Input.GetKeyDown(KeyCode.LeftArrow))
if (_sWeaponState == WeaponState.RIGHT_ONCE)
PrevWeapon();
// After update, use one late update to detect the async word
_sReadyForLateUpdate = true;
}