[英]How do you isolate a text string from in a chatbox/text field in Unity?
I am making a chatbot (well I'm attempting.) and I have set up wit.ai to handle the text-to-speech of the bot, My issue is that I am pulling all of the chat into the speaker on each update which is overloading the TTS.我正在制作一个聊天机器人(嗯,我正在尝试。)并且我已经设置了 wit.ai 来处理机器人的文本到语音,我的问题是我在每次更新时将所有聊天内容都拉到扬声器中这使 TTS 超载。 when I really only want the line of the Bot (Dave) to go through the speaker and update with each new line?
当我真的只希望 Bot (Dave) 的线路通过扬声器连接到 go 并更新每条新线路时? How can I isolate only the bots lines?
我怎样才能只隔离机器人线路? Would love some help with this!
希望对此有所帮助!
public class SimpleCharacter : MonoBehaviour
{
public GameObject item;
public Scrollbar verticalScrollbar;
public ScrollRect scrollRect;
public TMP_Text chatText;
private Animator anim;
public TTSSpeaker _speaker;
// Start is called before the first frame update
void Start()
{
Debug.Log("Simple Character start 0 ");
anim = GetComponentInChildren<Animator>();
if (anim == null)
{
Debug.Log("Simple Character anim is null");
}
Debug.Log("Simple Character start 1");
}
public void Think (string text)
{
string chat = chatText.text;
chat = chat + "/n" + text;
chatText.text = text;
anim.SetTrigger("Think");
}
public void Talk(List<Choice> choices)
{
string chat = chatText.text;
chatText.text = "";
Debug.Log("////////////////////// : " + chat);
chat = chat + "/n" + choices[0].ToString();
Debug.Log("////////////////////// : " + chat);
chatText.text = chat;
chatText.text = choices[0].ToString();
anim.SetTrigger("Talk");
}
public void Talk (string text)
{
string chat = chatText.text;
chat = chat + "/n" + text;
chatText.text = chat;
chatText.text = text;
_speaker.Speak(chatText.text);
}
}
Daves's lines are being received from this character's script正在从该角色的脚本中接收戴夫斯的台词
namespace OpenAI_Unity
{
public class OAICharacter : OAICompletion
{
protected override StringBuilder GetDefaultInformation()
{
Debug.Log("GetDefaultInformation - OAICharacter");
var sb = base.GetDefaultInformation();
sb.Replace("[Subject]", this.characterName);
sb.Append($"\n\nHuman: Hi\n{characterName}: Hello\nHuman: ");
return sb;
}
public override string Description { get => $"The following is a conversation between a Human and {characterName}.\n"; set => throw new System.NotImplementedException(); }
public override string InjectStartText { get => "\n" + characterName + ":"; set => throw new System.NotImplementedException(); }
[SerializeField]
private string characterName = "Dave";
public override string InjectRestartText { get => "\nHuman: "; set => throw new System.NotImplementedException(); }
public override string[] StopSequences { get => new string[] { "\n", "Human:" }; set => throw new System.NotImplementedException(); }
public override int NumOutputs { get => 1; set => throw new NotImplementedException(); }
private void ThrowError (string value)
{
Debug.LogError($"Can not set OAICharacter variable to {value}! If you want to modify these please use an OAISimpleObject instead");
}
}
}
This is the controller script这是 controller 脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using OpenAI_Unity;
using TMPro;
public class ChatController : MonoBehaviour
{
public OAICharacter _oaiCharacter;
public TMP_InputField questionInput;
// Start is called before the first frame update
void Start()
{
questionInput.onEndEdit.AddListener((string data) =>
{
if (!string.IsNullOrEmpty(data))
{
_oaiCharacter.AddToStory(data);
}
questionInput.text = "";
});
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Tab))
{
questionInput.Select();
questionInput.ActivateInputField();
}
}
}
And the completion和完成
namespace OpenAI_Unity
{
/// <summary>
/// Used for objects that communicate with OpenAI Completion
/// Abstract itself, for a Generic and fully customizable Completion object use OAIGenericCompletion
/// </summary>
public abstract class OAICompletion : MonoBehaviour
{
public abstract string Description
{
get; set;
}
public abstract string InjectStartText
{
get; set;
}
public abstract string InjectRestartText
{
get; set;
}
public abstract string[] StopSequences
{
get; set;
}
public EngineEnum engine;
public enum EngineEnum
{
Ada,
Babbage,
Curie,
Davinci
}
public enum LogLevel
{
None,
Responses,
ResponsesAndMemory
}
public LogLevel logLevel;
public int Max_tokens = 16;
[Range(0, 1)]
public double Temperature = 0.1;
[Range(0, 1)]
public double Top_p = 1;
public abstract int NumOutputs {get;set;}
[Range(0, 1)]
public double PresencePenalty = 1;
[Range(0, 1)]
public double FrequencyPenalty = 1;
public int LogProbs = 1;
public StringEvent QuestionReceivedEvent;
public ChoicesEvent ResponseReceivedEvent;
public ChoiceEvent ResponseReceivedEvent1;
/// <summary>
/// This can be disabled when using multiple responses, since they should not be manually added to the entire memory
/// </summary>
[HideInInspector]
public bool autoAddResponseToMemory = true;
public StringBuilder memory ;
private void Start()
{
Debug.Log("OAI Completion start 0 ");
memory = GetDefaultInformation();
Debug.Log("Start - memory: " + memory);
Debug.Log("OAI Completion start 1 ");
}
public void Brainwash(bool resetToDefault = true)
{
memory = resetToDefault ? GetDefaultInformation() : new StringBuilder();
}
/// <summary>
/// D
/// </summary>
/// <returns></returns>
protected virtual StringBuilder GetDefaultInformation()
{
Debug.Log("GetDefaultInformation - OAICompletion");
StringBuilder sb = new StringBuilder();
sb.Append(Description);
foreach (OAIBehavior behavior in GetComponents<OAIBehavior>())
{
string behaviorText = behavior.GetAsText();
sb.Append(behaviorText);
sb.Append(" ");
}
return sb;
}
public async void AddToStory(string value)
{
//QuestionReceivedEvent?.Invoke(value);
//Character should remember what they said before, since every time we send a request it requires the full 'story' to OpenAI
memory.Append(value).Append(InjectStartText);
QuestionReceivedEvent?.Invoke(memory.ToString());
if (logLevel == LogLevel.ResponsesAndMemory)
{
Debug.Log(memory);
}
if (!OAIEngine.Instance)
{
Debug.LogError("No OAIEngine object found in scene. Make sure there's a GameObject with an OAIEngine Component in your scene");
return;
}
//We allow the engine to change per request (= per character and per statement)
OAIEngine.Instance.Api.UsingEngine = GetEngine(engine);
if (NumOutputs < 1)
{
Debug.LogWarning($"NumOutputs was set to {NumOutputs}. You should have at least 1 output!");
NumOutputs = 1;
} else if (autoAddResponseToMemory && NumOutputs > 1)
{
Debug.Log("Multiple or no outputs are requested while autoAddResponseToMemory is still true. You should set this to false and manually call 'AddResponseToMemory' after selecting your prefered response.");
}
Debug.Log("Stop Seq: " + StopSequences[0] + " _ " + StopSequences[1]);
var c = new CompletionRequest(memory.ToString(), Max_tokens, Temperature, Top_p, NumOutputs, PresencePenalty, FrequencyPenalty, LogProbs, StopSequences);
var results = await OAIEngine.Instance.Api.Completions.CreateCompletionsAsync(c);
//ResponseReceivedEvent?.Invoke(results.Completions);
//We make it easy by auto-adding responses to the memory
if (autoAddResponseToMemory)
{
var r = results.Completions[0].Text;
AddResponseToMemory(r);
if (logLevel == LogLevel.Responses || logLevel == LogLevel.ResponsesAndMemory)
{
Debug.Log(r);
}
}
}
public void AddResponseToMemory (string value)
{
memory.Append(value).Append(InjectRestartText);
ResponseReceivedEvent1?.Invoke(memory.ToString());
Debug.Log("Memory: " + memory);
}
private Engine GetEngine(EngineEnum e)
{
switch (e)
{
case EngineEnum.Ada:
return Engine.Ada;
case EngineEnum.Babbage:
return Engine.Babbage;
case EngineEnum.Curie:
return Engine.Curie;
case EngineEnum.Davinci:
return Engine.Davinci;
}
return Engine.Default;
}
}
}
You should work with the text string that is passed to the function instead of the entire chat text.您应该使用传递给 function 的文本字符串,而不是整个聊天文本。 Assuming that all spoken dialog starts with "Dave: " you can easily detect this substring in the text, remove it and pass it to your text to speech.
假设所有口头对话都以“戴夫:”开头,您可以轻松地在文本中检测到这个 substring,将其删除并将其传递给您的文本转语音。
using System;
string botName = "Dave: ";
public void Talk(string text){
chatText.text += "\n" + text;
if(text.StartsWith(botName)){
string spokenText = text.Remove(0, botName.Length)
_speaker.Speak(spokenText);
}
}
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