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Behaviors.cs
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Behaviors.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
public class Behaviors : MonoBehaviour {
public static Behaviors Instance;
public string behaviorFileName;
System.Random randomGenerator;
Dictionary<string, List<Behavior>> utteranceList;
private void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
}
else
{
Instance = this;
}
}
// Use this for initialization
void Start()
{
randomGenerator = new System.Random();
utteranceList = new Dictionary<string, List<Behavior>>();
LoadBehaviors(behaviorFileName, utteranceList);
}
private int random(int minValue, int maxValue)
{
return randomGenerator.Next(minValue, maxValue);
}
private bool random(double probability)
{
var generated = randomGenerator.NextDouble();
if (generated < probability)
return true;
else return false;
}
internal string SayRandomString(string str)
{
if (utteranceList.ContainsKey(str))
return SayRandomString(utteranceList[str]);
else return "";
}
internal string SayRandomString(List<Behavior> utteranceListAll)
{
double randomNumber = randomGenerator.NextDouble();
int minNumTimesSaid = utteranceListAll.Min(x => x.numTimesSaid);
List<Behavior> lessUsedUtteranceList = utteranceListAll.Where(x => x.numTimesSaid == minNumTimesSaid).ToList();
double sumTupleWeights = 0;
foreach (var item in lessUsedUtteranceList)
{
sumTupleWeights += item.weight;
}
randomNumber = randomNumber * sumTupleWeights;
double valueSoFar = 0;
foreach (var item in lessUsedUtteranceList)
{
valueSoFar += item.weight;
if (valueSoFar >= randomNumber)
{
item.numTimesSaid++;
string stringToSay = string.Format(item.text, Settings.Instance.ParticipantName.text, DialogInfo.LastColorUsed);
Furhat.Instance.say(stringToSay, item.emotion);
WizardManager.LastUtteranceVocalized = stringToSay;
stringToSay += "-!-Emotion: " + item.emotion;
return stringToSay;
}
}
lessUsedUtteranceList[0].numTimesSaid++;
string stringToSay2 = string.Format(lessUsedUtteranceList[0].text, Settings.Instance.ParticipantName.text, DialogInfo.LastColorUsed);
Furhat.Instance.say(stringToSay2, lessUsedUtteranceList[0].emotion);
WizardManager.LastUtteranceVocalized = stringToSay2;
stringToSay2 += "-!-Emotion: " + lessUsedUtteranceList[0].emotion;
return stringToSay2;
}
internal void LoadBehaviors(string filepath, Dictionary<string, List<Behavior>> utterances)
{
using (StreamReader sr = new StreamReader(filepath))
{
string line = sr.ReadLine(); //Discard the first line
while ((line = sr.ReadLine()) != null)
{
string[] data = line.Split('\t');
Behavior behavior = new Behavior(data[1], data[2], data[3], double.Parse(data[4]), 0);
if (utterances.ContainsKey(data[0]))
utterances[data[0]].Add(behavior);
else
{
utterances[data[0]] = new List<Behavior>();
utterances[data[0]].Add(behavior);
}
}
}
}
internal List<string> GetBlockOfStrings(string category, Dictionary<string, List<Behavior>> utteranceList)
{
List<string> toReturn = new List<string>();
foreach (var item in utteranceList[category])
{
toReturn.Add(item.text);
}
return toReturn;
}
}
public class Behavior
{
public string text;
public string emotion;
public string gazeTarget;
public double weight;
public int numTimesSaid;
public Behavior(string text, string gazeTarget, string emotion, double weight, int numTimesSaid)
{
this.text = text;
this.emotion = emotion;
this.gazeTarget = gazeTarget;
this.weight = weight;
this.numTimesSaid = numTimesSaid;
}
}