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+ //Do not edit! This file was generated by Unity-ROS MessageGeneration.
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+ using System ;
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+ using System . Linq ;
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+ using System . Collections . Generic ;
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+ using System . Text ;
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+ using Unity . Robotics . ROSTCPConnector . MessageGeneration ;
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+
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+ namespace RosMessageTypes . Angel
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+ {
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+ [ Serializable ]
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+ public class DialogueUtteranceMsg : Message
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+ {
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+ public const string k_RosMessageName = "angel_msgs/DialogueUtterance" ;
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+ public override string RosMessageName => k_RosMessageName ;
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+
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+ //
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+ // Dialogue Utterance with additional information about the environmental state
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+ // and user model.
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+ //
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+ // The header primarily encapsulates when this message was emitted.
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+ // The time component of this may be utilized as an identifier for this user
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+ // intent and utterance.
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+ public Std . HeaderMsg header ;
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+ // Speech-to-text of the user utterance we have interpreted
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+ public string utterance_text ;
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+ // Below are optional fields
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+ // Canonical user intent that has been interpreted. "Canonical" in this context
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+ // is to mean that this string may be used as an identifier of this type of
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+ // user intent. Should be in the range [0,1] where 1.0 means absolute confidence.
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+ public string intent ;
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+ public double intent_confidence_score ;
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+ // Emotion classification. Should be in the range [0,1] where 1.0 means absolute confidence.
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+ public string emotion ;
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+ public double emotion_confidence_score ;
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+
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+ public DialogueUtteranceMsg ( )
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+ {
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+ this . header = new Std . HeaderMsg ( ) ;
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+ this . utterance_text = "" ;
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+ this . intent = "" ;
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+ this . intent_confidence_score = 0.0 ;
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+ this . emotion = "" ;
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+ this . emotion_confidence_score = 0.0 ;
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+ }
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+
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+ public DialogueUtteranceMsg ( Std . HeaderMsg header , string utterance_text , string intent , double intent_confidence_score , string emotion , double emotion_confidence_score )
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+ {
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+ this . header = header ;
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+ this . utterance_text = utterance_text ;
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+ this . intent = intent ;
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+ this . intent_confidence_score = intent_confidence_score ;
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+ this . emotion = emotion ;
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+ this . emotion_confidence_score = emotion_confidence_score ;
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+ }
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+
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+ public static DialogueUtteranceMsg Deserialize ( MessageDeserializer deserializer ) => new DialogueUtteranceMsg ( deserializer ) ;
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+
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+ private DialogueUtteranceMsg ( MessageDeserializer deserializer )
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+ {
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+ this . header = Std . HeaderMsg . Deserialize ( deserializer ) ;
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+ deserializer . Read ( out this . utterance_text ) ;
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+ deserializer . Read ( out this . intent ) ;
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+ deserializer . Read ( out this . intent_confidence_score ) ;
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+ deserializer . Read ( out this . emotion ) ;
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+ deserializer . Read ( out this . emotion_confidence_score ) ;
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+ }
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+
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+ public override void SerializeTo ( MessageSerializer serializer )
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+ {
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+ serializer . Write ( this . header ) ;
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+ serializer . Write ( this . utterance_text ) ;
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+ serializer . Write ( this . intent ) ;
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+ serializer . Write ( this . intent_confidence_score ) ;
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+ serializer . Write ( this . emotion ) ;
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+ serializer . Write ( this . emotion_confidence_score ) ;
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+ }
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+
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+ public override string ToString ( )
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+ {
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+ return "DialogueUtteranceMsg: " +
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+ "\n header: " + header . ToString ( ) +
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+ "\n utterance_text: " + utterance_text . ToString ( ) +
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+ "\n intent: " + intent . ToString ( ) +
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+ "\n intent_confidence_score: " + intent_confidence_score . ToString ( ) +
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+ "\n emotion: " + emotion . ToString ( ) +
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+ "\n emotion_confidence_score: " + emotion_confidence_score . ToString ( ) ;
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+ }
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+
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+ #if UNITY_EDITOR
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+ [ UnityEditor . InitializeOnLoadMethod ]
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+ #else
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+ [ UnityEngine . RuntimeInitializeOnLoadMethod ]
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+ #endif
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+ public static void Register ( )
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+ {
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+ MessageRegistry . Register ( k_RosMessageName , Deserialize ) ;
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+ }
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+ }
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+ }
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