Initial Commit
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/*
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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 Meta.Voice.VSDKHub;
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using UnityEngine;
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using UnityEditor;
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using Meta.WitAi.Windows;
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using Meta.WitAi.Data.Entities;
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using Meta.WitAi.TTS;
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using Meta.WitAi.TTS.Preload;
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namespace Oculus.Voice.Utility
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{
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public static class VoiceSDKMenu
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{
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#region WINDOWS
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[MenuItem("Oculus/Voice SDK/Get Started", false, 1)]
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private static void OpenConfigurationWindow()
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{
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WitWindowUtility.OpenGettingStarted((config) =>
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{
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VoiceSDKHub.ShowPage(VoiceSDKHub.GetPageId(VoiceHubConstants.PAGE_WIT_CONFIGS));
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});
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}
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[MenuItem("Oculus/Voice SDK/Understanding Viewer", false, 200)]
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private static void OpenUnderstandingWindow()
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{
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WitWindowUtility.OpenUnderstandingWindow();
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}
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#endregion
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#region Scriptable Objects
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[MenuItem("Assets/Create/Voice SDK/Dynamic Entities")]
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public static void CreateDynamicEntities()
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{
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WitDynamicEntitiesData asset =
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ScriptableObject.CreateInstance<WitDynamicEntitiesData>();
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var path = EditorUtility.SaveFilePanel("Save Dynamic Entity", Application.dataPath,
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"DynamicEntities", "asset");
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if (!string.IsNullOrEmpty(path))
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{
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path = "Assets/" + path.Replace(Application.dataPath, "");
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AssetDatabase.CreateAsset(asset, path);
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AssetDatabase.SaveAssets();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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}
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#endregion
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#region TTS
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[MenuItem("Assets/Create/Voice SDK/TTS/Add Default TTS Setup")]
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public static void CreateDefaultTTSSetup()
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{
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TTSEditorUtilities.CreateDefaultSetup();
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}
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[MenuItem("Assets/Create/Voice SDK/TTS/Add TTS Service to Scene", false, 100)]
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public static void CreateTTSService()
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{
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TTSEditorUtilities.CreateService();
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}
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[MenuItem("Assets/Create/Voice SDK/TTS/Add TTS Speaker to Scene", false, 100)]
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public static void CreateTTSSpeaker()
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{
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TTSEditorUtilities.CreateSpeaker();
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}
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[MenuItem("Assets/Create/Voice SDK/TTS/Preload Settings", false, 200)]
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public static void CreateTTSPreloadSettings()
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{
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TTSPreloadUtility.CreatePreloadSettings();
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}
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#endregion
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}
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}
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