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MultipleCharacters.cs
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using UnityEngine;
using LLMUnity;
using UnityEngine.UI;
namespace LLMUnitySamples
{
public class MultipleCharactersInteraction
{
InputField playerText;
Text AIText;
LLMCharacter llmCharacter;
public MultipleCharactersInteraction(InputField playerText, Text AIText, LLMCharacter llmCharacter)
{
this.playerText = playerText;
this.AIText = AIText;
this.llmCharacter = llmCharacter;
}
public void Start()
{
playerText.onSubmit.AddListener(onInputFieldSubmit);
playerText.Select();
}
public void onInputFieldSubmit(string message)
{
playerText.interactable = false;
AIText.text = "...";
_ = llmCharacter.Chat(message, SetAIText, AIReplyComplete);
}
public void SetAIText(string text)
{
AIText.text = text;
}
public void AIReplyComplete()
{
playerText.interactable = true;
playerText.Select();
playerText.text = "";
}
}
public class MultipleCharacters : MonoBehaviour
{
public LLMCharacter llmCharacter1;
public InputField playerText1;
public Text AIText1;
MultipleCharactersInteraction interaction1;
public LLMCharacter llmCharacter2;
public InputField playerText2;
public Text AIText2;
MultipleCharactersInteraction interaction2;
void Start()
{
interaction1 = new MultipleCharactersInteraction(playerText1, AIText1, llmCharacter1);
interaction2 = new MultipleCharactersInteraction(playerText2, AIText2, llmCharacter2);
interaction1.Start();
interaction2.Start();
}
public void CancelRequests()
{
llmCharacter1.CancelRequests();
llmCharacter2.CancelRequests();
interaction1.AIReplyComplete();
interaction2.AIReplyComplete();
}
public void ExitGame()
{
Debug.Log("Exit button clicked");
Application.Quit();
}
bool onValidateWarning = true;
void OnValidate()
{
if (onValidateWarning && !llmCharacter1.remote && llmCharacter1.llm != null && llmCharacter1.llm.model == "")
{
Debug.LogWarning($"Please select a model in the {llmCharacter1.llm.gameObject.name} GameObject!");
onValidateWarning = false;
}
}
}
}