1
0
forked from cgvr/DeltaVR

added Radio model, npc correctly speaks when interacting with elements

This commit is contained in:
2026-02-15 13:57:13 +02:00
parent 85df2ce45d
commit 8e606782ab
6 changed files with 50 additions and 31 deletions

View File

@@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
@@ -7,11 +6,18 @@ public class RadioTransmitter : XRGrabInteractable
{
public delegate void OnPlayerPickUpDelegate();
public event OnPlayerPickUpDelegate OnPlayerPickUp;
public delegate void OnPlayerFinishedSpeakingDelegate();
public event OnPlayerFinishedSpeakingDelegate OnPlayerFinishedSpeaking;
[Header("Custom Config")]
public FMODWhisperBridge fmodWhisperBridge;
public PushableButton radioButton;
public TextMeshProUGUI computerScreen;
// Start is called before the first frame update
void Start()
{
radioButton.OnButtonPressed += OnRadioButtonPressed;
}
// Update is called once per frame
@@ -25,4 +31,23 @@ public class RadioTransmitter : XRGrabInteractable
base.OnSelectEntered(args);
OnPlayerPickUp?.Invoke();
}
private void OnRadioButtonPressed()
{
fmodWhisperBridge.OnWhisperSegmentUpdated += OnPlayerSpeechUpdated;
fmodWhisperBridge.OnWhisperSegmentFinished += OnPlayerSpeechFinished;
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.RadioButton, gameObject);
fmodWhisperBridge.ActivateRecording();
// TODO: deactivate when button is released
}
private void OnPlayerSpeechUpdated(string text)
{
computerScreen.text = text;
}
private void OnPlayerSpeechFinished(string playerText)
{
OnPlayerFinishedSpeaking?.Invoke();
}
}