Commit b8e74e1
Added SpeechInputSource for integration of the KeywordRecognizer in the InputManager (#354)
* Implemented KeywordManager as a input source. Added all the required event pipeline.
* Added missing meta files
* Using the InputManager to handle the events.
* Changed the KeywordManager scene to test keyword handlers on focused object and also a global listener.
* Changed the KeywordManager scene to test keyword handlers on focused object and also a global listener.
* Fixed method inheritance in KeywordManager
* Made all the changes suggested til this date
* Fixes to the SpeechInputSource test scene
* Fixes to the SpeechInputSource test scene
* Fix not stopping when deactivated #360
* Rolled back enable/disable handling
* Set update() to protected virtual to allow inheritance. Should more methods also change?
* Set Unity methods to private
* Added to input documention
* Renamed all PhraseRecognized to SpeechKeywordRecognized to avoid name clashing.
* Removed LINQ from SpeechInputSource. Refactored SpeechInputSource.ProcessKeyBindings().
* Process key bindings only keyword recognizer is running.
* Duplicate behavior from #360 in SpeechInputSource
* Added a custom editor for SpeechInputSource showing a warning when no keywords are assigned.
* Improved SpeechInputSource keyword list layout in the inspector to show only two columns.
* Removed CanEditMultipleObjects from SpeechInputSourceEditor.
* Added add and remove buttons to the SpeechInputSource custom editor.
* Changed SpeechInputSource initialization to be more readable as in comment at https://github.com/Microsoft/HoloToolkit-Unity/pull/398/files#r92492988
* Added code comments to SpeechInputSourceEditor and KeywordAndKeyCodeDrawer.
* Use TextMesh instead of GUI Text in the SpeechInputSource test scene.
* Added a missing private keyword
* Unload materials in SphereKeywords.cs and SphereGlobalKeywords.cs. Partial fix for #236
* A fix for #236 using a shader. Changing the color requires changing the color of all vertices but rendering requires just one draw call.
* Use [PerRendererData] in the shader to efficiently change color without leaks.
* Unity doesn't like init blocks
* Added SetGlobalListener.cs
* Fixed misspellings
* Reverted changes to HoloToolkit_Default.mat
* Reverted addition of [PerRendererData] to BlinnPhongConfigurable and related code
* Use the SetGlobalListener.cs instead
* Latest comments fixes1 parent 9009654 commit b8e74e1
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26 files changed
+1564
-6
lines changed- Assets/HoloToolkit/Input
- Scripts
- InputEvents
- InputSources
- Voice
- Editor
- Tests
- Scenes
- Scripts
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