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