95 lines
2.6 KiB
C#
95 lines
2.6 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using Meta.WitAi;
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using Meta.WitAi.Json;
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using UnityEngine;
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namespace Oculus.Voice.Demo.LightTraitsDemo
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{
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public class LightToggler : MonoBehaviour
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{
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public enum LightState
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{
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On,
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Off
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}
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private const string EMISSION_COLOR = "_EmissionColor";
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private const string EMISSION = "_EMISSION";
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private LightState _lightState;
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private Material _material;
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private Color _offColor = Color.black;
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private Color _onColor;
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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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_material = GetComponent<Renderer>().material;
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_onColor = _material.GetColor(EMISSION_COLOR);
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SetLightState((LightState.Off));
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}
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[MatchIntent("wit_change_state")]
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public void OnResponse(WitResponseNode commandResult)
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{
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var traitValue = commandResult.GetTraitValue("wit$on_off").Replace('o', 'O');
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SetLightState((LightState)Enum.Parse(typeof(LightState), traitValue));
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}
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public void SetLightState(LightState newState)
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{
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switch (newState)
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{
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case LightState.On:
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if (_lightState == LightState.On)
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break;
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_material.EnableKeyword(EMISSION);
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_material.SetColor(EMISSION_COLOR, _onColor);
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break;
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case LightState.Off:
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if (_lightState == LightState.Off)
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break;
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_material.DisableKeyword(EMISSION);
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_material.SetColor(EMISSION_COLOR, _offColor);
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break;
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}
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_lightState = newState;
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}
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}
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}
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