Initial commit of Unity SDK for GumYum NPC client
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CHANGELOG.md
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# Changelog
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All notable changes to the GumYum NPC SDK for Unity will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [1.0.0] - 2024-01-15
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### Added
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- Initial release of GumYum NPC SDK for Unity
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- API key authentication support
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- Deterministic NPC spawning with universe and seed parameters
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- Filtered NPC spawning based on profession, location, personality type, and sex
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- OpenAI-compatible chat completions API
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- Real-time streaming chat responses
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- Dynamic mood system with transitions
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- Stress level tracking
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- Conversation history management
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- Unity coroutine integration
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- Async/await support for modern C# workflows
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- GumYumUnityClient singleton for easy scene integration
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- Custom Editor window for API settings
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- Example scenes demonstrating basic and advanced features
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- Comprehensive documentation
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### Dependencies
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- Unity 2021.3 or higher
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- Newtonsoft JSON Unity Package (com.unity.nuget.newtonsoft-json) 3.2.1
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## [0.9.0-beta] - 2024-01-01
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### Added
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- Beta release for testing
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- Core API functionality
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- Basic NPC spawning and chat
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### Known Issues
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- Streaming responses may have occasional connection drops
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- Mood transitions require fine-tuning
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## [0.1.0-alpha] - 2023-12-15
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### Added
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- Alpha release
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- Initial API integration
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- Basic spawning functionality
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Documentation.meta
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Documentation/README.md
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# GumYum NPC SDK for Unity
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Welcome to the GumYum NPC SDK for Unity! This SDK allows you to integrate AI-powered NPCs with deterministic spawning and dynamic dialogue into your Unity games.
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## Features
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- **API Key Authentication**: Simple setup with API keys from the GumYum dashboard
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- **Deterministic NPC Spawning**: Spawn the same NPCs with the same seed
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- **Filtered Spawning**: Spawn NPCs based on profession, location, personality type, and more
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- **OpenAI-Compatible Chat**: Use familiar chat completion APIs
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- **Mood System**: NPCs have dynamic moods that change based on conversations
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- **Streaming Support**: Real-time streaming of NPC responses
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- **Unity Coroutine Support**: Seamless integration with Unity's async patterns
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- **Conversation History**: Maintain context across multiple interactions
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## Quick Start
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### 1. Installation
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1. Import the GumYum NPC package from the Unity Asset Store
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2. The package will be installed in `Assets/GumYumNPC/`
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### 2. Get API Credentials
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1. Sign up at https://npc.gumyum.com
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2. Navigate to your dashboard
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3. Create a new API key pair
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4. Copy your public and secret keys
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### 3. Basic Setup
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Add the GumYumUnityClient to your scene:
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```csharp
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using GumYum.NPC.Unity;
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public class GameManager : MonoBehaviour
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{
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private GumYumUnityClient client;
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void Start()
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{
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// Get the singleton instance
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client = GumYumUnityClient.Instance;
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// Set your API credentials
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client.SetCredentials("your-public-key", "your-secret-key");
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// Start spawning NPCs!
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StartCoroutine(SpawnMyFirstNPC());
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}
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IEnumerator SpawnMyFirstNPC()
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{
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// Spawn a random NPC from the "blade-runner" universe
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yield return client.SpawnNPCCoroutine("blade-runner", 42, null, npc =>
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{
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if (npc != null)
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{
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Debug.Log($"Spawned {npc.Name} the {npc.Profession}!");
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}
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});
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}
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}
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```
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### 4. Chat with NPCs
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```csharp
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IEnumerator ChatWithNPC(NPC npc, string message)
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{
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yield return client.SimpleChatCoroutine(npc, message, response =>
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{
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if (response != null)
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{
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Debug.Log($"{npc.Name}: {response}");
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}
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});
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}
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```
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## Examples
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The SDK includes several example scenes in the `Samples~` folder:
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1. **Basic Chat**: Simple NPC spawning and chat interface
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2. **Advanced Features**: Filtered spawning, mood transitions, and streaming
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To import samples:
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1. Open Package Manager (Window > Package Manager)
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2. Find GumYum NPC SDK
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3. Click on "Samples" and import the examples you want
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## Advanced Usage
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### Filtered NPC Spawning
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```csharp
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// Spawn a female warrior or knight from the barracks
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var filters = new Dictionary<string, object>
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{
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["profession"] = new[] { "warrior", "knight" },
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["location"] = new[] { "barracks" },
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["sex"] = new[] { "female" }
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};
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yield return client.SpawnFilteredNPCCoroutine("kingdom", 12345, filters, npc =>
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{
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if (npc != null)
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{
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Debug.Log($"Spawned filtered NPC: {npc.GetInfo()}");
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}
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});
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```
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### Mood Transitions
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NPCs have dynamic moods that change based on conversations:
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```csharp
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// Check mood before conversation
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string previousMood = npc.GetMood();
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// Have a conversation...
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yield return ChatWithNPC(npc, "I have terrible news!");
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// Check if mood changed
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if (npc.HasMoodChanged())
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{
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Debug.Log($"Mood changed from {npc.GetPreviousMood()} to {npc.GetMood()}");
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Debug.Log($"Reason: {npc.GetLastMoodChangeReason()}");
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}
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```
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### Streaming Responses
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For real-time chat experiences:
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```csharp
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var messages = new List<ChatMessage>
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{
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new ChatMessage { Role = "user", Content = "Tell me a story" }
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};
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// Enable streaming in the chat call
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yield return client.ChatCoroutine(npc, messages, response =>
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{
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// Final response received
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}, temperature: 0.8, maxTokens: 2000);
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// Listen to streaming events
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npc.DialogueChunkReceived += (sender, chunk) =>
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{
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// Update UI with each chunk as it arrives
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chatText.text += chunk;
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};
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```
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### Async/Await Support
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The SDK also supports modern C# async patterns:
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```csharp
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async Task SpawnAndChatAsync()
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{
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var npc = await client.NPCs.SpawnAsync("blade-runner", 42);
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var messages = new List<ChatMessage>
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{
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new ChatMessage { Role = "user", Content = "Hello!" }
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};
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var response = await npc.Chat.CompletionsAsync(messages);
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Debug.Log(response.Choices[0].Message.Content);
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}
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```
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## API Reference
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### GumYumUnityClient
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- `SetCredentials(apiKey, apiSecret)`: Set API credentials
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- `SpawnNPCCoroutine(universeId, seed, npcId, callback)`: Spawn an NPC
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- `SpawnFilteredNPCCoroutine(universeId, seed, filters, callback)`: Spawn filtered NPC
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- `ChatCoroutine(npc, messages, callback, temperature, maxTokens)`: Chat with NPC
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- `SimpleChatCoroutine(npc, message, callback, temperature, maxTokens)`: Simple chat helper
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### NPC Class
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- `Name`, `Profession`, `PersonalityType`: NPC properties
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- `GetMood()`, `GetStressLevel()`: Current state
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- `Chat.CompletionsAsync(messages)`: Chat with the NPC
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- `ChatWithHistoryAsync(message)`: Chat with conversation history
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- `SaveToServerAsync(customName)`: Save NPC for later retrieval
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## Best Practices
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1. **Singleton Usage**: Use `GumYumUnityClient.Instance` for a single client across your game
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2. **Error Handling**: Always check if NPCs are null after spawning
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3. **API Keys**: Never commit API keys to source control. Use environment variables or Unity's secret management
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4. **Coroutines**: Use coroutines for better Unity integration, especially for UI updates
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5. **Mood Awareness**: Design conversations considering NPC mood states
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## Troubleshooting
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### NPCs not spawning
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- Check your API credentials are correct
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- Ensure you have an active internet connection
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- Check the Unity console for error messages
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### Mood not changing
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- Not all messages trigger mood changes
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- Mood transitions depend on NPC personality and context
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- Check `HasMoodChanged()` after conversations
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### Performance issues
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- Use appropriate max_tokens limits
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- Consider implementing response caching
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- Use streaming for long responses
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## Support
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- Documentation: https://docs.gumyum.com/sdk/unity
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- Discord: https://discord.gg/gumyum
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- Email: support@gumyum.com
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## License
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This SDK is licensed under the MIT License. See LICENSE file for details.
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Editor/GumYumNPC.Editor.asmdef
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{
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"name": "GumYumNPC.Editor",
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"rootNamespace": "GumYum.NPC.Editor",
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"references": [
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"GumYumNPC.Runtime"
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"Editor"
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Editor/GumYumSettingsWindow.cs
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using UnityEngine;
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using UnityEditor;
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namespace GumYum.NPC.Editor {
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public class GumYumSettingsWindow : EditorWindow {
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private string apiKey = "";
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private string apiSecret = "";
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private bool showSecret = false;
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[MenuItem("Window/GumYum NPC/Settings")]
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public static void ShowWindow() {
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var window = GetWindow<GumYumSettingsWindow>("GumYum NPC Settings");
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window.minSize = new Vector2(400, 200);
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}
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private void OnEnable() {
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// Load saved credentials
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apiKey = EditorPrefs.GetString("GumYum_APIKey", "");
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apiSecret = EditorPrefs.GetString("GumYum_APISecret", "");
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}
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private void OnGUI() {
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GUILayout.Label("GumYum NPC SDK Settings", EditorStyles.boldLabel);
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GUILayout.Space(10);
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GUILayout.Label("API Credentials", EditorStyles.label);
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GUILayout.Label("Get your API keys from https://npc.gumyum.com",
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EditorStyles.miniLabel);
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GUILayout.Space(5);
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// API Key
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GUILayout.BeginHorizontal();
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GUILayout.Label("API Key:", GUILayout.Width(80));
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apiKey = EditorGUILayout.TextField(apiKey);
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GUILayout.EndHorizontal();
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// API Secret
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GUILayout.BeginHorizontal();
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GUILayout.Label("API Secret:", GUILayout.Width(80));
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if (showSecret) {
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apiSecret = EditorGUILayout.TextField(apiSecret);
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} else {
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apiSecret = EditorGUILayout.PasswordField(apiSecret);
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}
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showSecret = GUILayout.Toggle(showSecret, "Show", GUILayout.Width(50));
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GUILayout.EndHorizontal();
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GUILayout.Space(10);
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// Save button
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if (GUILayout.Button("Save Settings")) {
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SaveSettings();
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}
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||||
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GUILayout.Space(10);
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||||
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||||
// Help section
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EditorGUILayout.HelpBox("These credentials will be saved in Editor " +
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||||
"preferences and are not included in builds. " +
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||||
"For production, set credentials at runtime " +
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||||
"or use environment variables.",
|
||||
MessageType.Info);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Links
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||||
if (GUILayout.Button("Open Documentation")) {
|
||||
Application.OpenURL("https://docs.gumyum.com/sdk/unity");
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Get API Keys")) {
|
||||
Application.OpenURL("https://npc.gumyum.com");
|
||||
}
|
||||
}
|
||||
|
||||
private void SaveSettings() {
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||||
EditorPrefs.SetString("GumYum_APIKey", apiKey);
|
||||
EditorPrefs.SetString("GumYum_APISecret", apiSecret);
|
||||
|
||||
Debug.Log("GumYum NPC settings saved!");
|
||||
|
||||
// If there's an active client in play mode, update it
|
||||
if (Application.isPlaying && Unity.GumYumUnityClient.Instance != null) {
|
||||
Unity.GumYumUnityClient.Instance.SetCredentials(apiKey, apiSecret);
|
||||
}
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||||
}
|
||||
}
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||||
|
||||
// Custom property drawer for NPC display in inspector
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[CustomEditor(typeof(MonoBehaviour), true)]
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||||
public class NPCInspector : UnityEditor.Editor {
|
||||
private bool hasNPCField = false;
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||||
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||||
private void OnEnable() {
|
||||
// Check if this MonoBehaviour has any NPC fields
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||||
var fields =
|
||||
target.GetType().GetFields(System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields) {
|
||||
if (field.FieldType == typeof(NPC)) {
|
||||
hasNPCField = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI() {
|
||||
base.OnInspectorGUI();
|
||||
|
||||
if (hasNPCField && Application.isPlaying) {
|
||||
GUILayout.Space(10);
|
||||
GUILayout.Label("NPC Information", EditorStyles.boldLabel);
|
||||
|
||||
var fields =
|
||||
target.GetType().GetFields(System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields) {
|
||||
if (field.FieldType == typeof(NPC)) {
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||||
var npc = field.GetValue(target) as NPC;
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||||
if (npc != null) {
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||||
EditorGUILayout.LabelField("Name:", npc.Name);
|
||||
EditorGUILayout.LabelField("Profession:", npc.Profession);
|
||||
EditorGUILayout.LabelField("Personality Type:",
|
||||
npc.PersonalityType.ToString());
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||||
EditorGUILayout.LabelField("Current Mood:", npc.GetMood());
|
||||
EditorGUILayout.LabelField("Stress Level:",
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||||
npc.GetStressLevel().ToString());
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||||
EditorGUILayout.LabelField("Location:", npc.GetLocation());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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LICENSE
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LICENSE
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@ -0,0 +1,202 @@
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Copyright 2025 GumYum Author TimeHexOn timehexon@gumyum.com |
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
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||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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||||
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||||
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||||
"Work" shall mean the work of authorship, whether in Source or
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||||
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||||
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|
||||
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||||
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||||
"Derivative Works" shall mean any work, whether in Source or Object
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
"Contribution" shall mean any work of authorship, including
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||||
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||||
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||||
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||||
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||||
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||||
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||||
2. Grant of Copyright License. Subject to the terms and conditions of
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||||
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||||
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||||
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||||
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||||
any Contribution intentionally submitted for inclusion in the Work
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||||
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||||
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Notwithstanding the above, nothing herein shall supersede or modify
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||||
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||||
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||||
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||||
|
||||
END OF TERMS AND CONDITIONS
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||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
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||||
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|
||||
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||||
|
||||
Copyright 2025 GumYum Author TimeHexOn timehexon@gumyum.com
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
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||||
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||||
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||||
Unless required by applicable law or agreed to in writing, software
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||||
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||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
21
LICENSE.md
Normal file
21
LICENSE.md
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2024 GumYum
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
7
LICENSE.md.meta
Normal file
7
LICENSE.md.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c8ead819ea09dab5ba5f6f61706b36d8
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
7
LICENSE.meta
Normal file
7
LICENSE.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 821bb3e833eed6a23bb9bf74ddad7a8c
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Runtime.meta
Normal file
8
Runtime.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 238d2623bfd132eb38548147c45c1e43
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
620
Runtime/Client.cs
Normal file
620
Runtime/Client.cs
Normal file
|
|
@ -0,0 +1,620 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net.Http;
|
||||
using System.Net.Http.Headers;
|
||||
using System.Text;
|
||||
using Newtonsoft.Json;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GumYum.NPC {
|
||||
/// <summary>
|
||||
/// GumYum Game Client for Unity (API Key Authentication Only)
|
||||
///
|
||||
/// Streamlined client for game integration using API keys only.
|
||||
/// Perfect for embedding in shipped games with just the essential features.
|
||||
///
|
||||
/// This client does NOT support username/password authentication.
|
||||
/// Use API keys obtained from the GumYum dashboard.
|
||||
///
|
||||
/// Features:
|
||||
/// - Character spawning and dialogue
|
||||
/// - API key authentication only (no login/register)
|
||||
/// - Automatic JWT token management via API key exchange
|
||||
/// - Automatic retry and error handling
|
||||
/// - Streaming dialogue support
|
||||
/// </summary>
|
||||
public class Client : IDisposable {
|
||||
// Events
|
||||
public event EventHandler<NPC> CharacterSpawned;
|
||||
public event EventHandler<DialogueReceivedEventArgs> DialogueReceived;
|
||||
public event EventHandler<string> DialogueChunkReceived;
|
||||
public event EventHandler DialogueStreamStarted;
|
||||
public event EventHandler<DialogueStreamEndedEventArgs> DialogueStreamEnded;
|
||||
public event EventHandler<RequestCompletedEventArgs> RequestCompleted;
|
||||
public event EventHandler<RequestFailedEventArgs> RequestFailed;
|
||||
|
||||
// Configuration
|
||||
public string BaseUrl { get; set; } = "https://npc.gumyum.com";
|
||||
public string ApiVersion { get; set; } = "v1";
|
||||
public TimeSpan Timeout {
|
||||
get; set;
|
||||
} = TimeSpan.FromSeconds(75); // Higher than server's 65s timeout
|
||||
public int MaxRetries { get; set; } = 3;
|
||||
public bool DebugMode { get; set; } = false;
|
||||
|
||||
// API Credentials
|
||||
private string _apiKey = "";
|
||||
private string _apiSecret = "";
|
||||
private string _jwtToken = "";
|
||||
private string _refreshToken = "";
|
||||
private DateTime _tokenExpiresAt = DateTime.MinValue;
|
||||
|
||||
public string ApiKey {
|
||||
get => _apiKey;
|
||||
set {
|
||||
_apiKey = value;
|
||||
if (DebugMode)
|
||||
Debug.Log($"[GumYum Game] API key set: {value}");
|
||||
}
|
||||
}
|
||||
|
||||
public string ApiSecret {
|
||||
get => _apiSecret;
|
||||
set {
|
||||
_apiSecret = value;
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] API secret set: ****");
|
||||
}
|
||||
}
|
||||
|
||||
// HTTP Client
|
||||
private readonly HttpClient _httpClient;
|
||||
private readonly SemaphoreSlim _authSemaphore = new SemaphoreSlim(1, 1);
|
||||
private readonly JsonSerializerSettings _jsonSettings;
|
||||
|
||||
// Managers
|
||||
public NPCManager NPCs { get; private set; }
|
||||
public UniverseManager Universes { get; private set; }
|
||||
public ChatManager Chat { get; private set; }
|
||||
|
||||
public Client(HttpClient httpClient = null) {
|
||||
_httpClient = httpClient ?? new HttpClient();
|
||||
_httpClient.Timeout = Timeout;
|
||||
|
||||
_jsonSettings = new JsonSerializerSettings {
|
||||
ContractResolver = new Newtonsoft.Json.Serialization
|
||||
.CamelCasePropertyNamesContractResolver(),
|
||||
MissingMemberHandling = MissingMemberHandling.Ignore
|
||||
};
|
||||
|
||||
InitializeManagers();
|
||||
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] Client initialized");
|
||||
}
|
||||
|
||||
private void InitializeManagers() {
|
||||
NPCs = new NPCManager(this);
|
||||
Universes = new UniverseManager(this);
|
||||
Chat = new ChatManager(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if authenticated
|
||||
/// </summary>
|
||||
public bool IsReady() =>
|
||||
!string.IsNullOrEmpty(_jwtToken) && DateTime.UtcNow < _tokenExpiresAt;
|
||||
|
||||
/// <summary>
|
||||
/// Check if token needs refresh (within 60 seconds of expiry)
|
||||
/// </summary>
|
||||
private bool NeedsRefresh() =>
|
||||
!string.IsNullOrEmpty(_jwtToken) && DateTime.UtcNow
|
||||
> _tokenExpiresAt.AddSeconds(-60);
|
||||
|
||||
/// <summary>
|
||||
/// Get full API URL
|
||||
/// </summary>
|
||||
private string GetApiUrl(string endpoint) =>
|
||||
$"{BaseUrl}/{ApiVersion}/{endpoint.TrimStart('/')}";
|
||||
|
||||
/// <summary>
|
||||
/// Get request headers
|
||||
/// </summary>
|
||||
private void SetRequestHeaders(HttpRequestMessage request) {
|
||||
request.Headers.Clear();
|
||||
request.Headers.Accept.Add(
|
||||
new MediaTypeWithQualityHeaderValue("application/json"));
|
||||
request.Headers.UserAgent.ParseAdd("GumYum-Unity-SDK/1.0.0");
|
||||
|
||||
// Add API key header if we have credentials
|
||||
if (!string.IsNullOrEmpty(_apiKey) && !string.IsNullOrEmpty(_apiSecret)) {
|
||||
request.Headers.Add("X-API-Key", $"{_apiKey}:{_apiSecret}");
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(_jwtToken)) {
|
||||
request.Headers.Authorization =
|
||||
new AuthenticationHeaderValue("Bearer", _jwtToken);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Make API request
|
||||
/// </summary>
|
||||
public async Task<T>
|
||||
RequestAsync<T>(HttpMethod method, string endpoint, object data = null,
|
||||
Dictionary<string, string> queryParams = null,
|
||||
CancellationToken cancellationToken = default) {
|
||||
// Ensure we're authenticated
|
||||
if (!string.IsNullOrEmpty(_apiKey) && !string.IsNullOrEmpty(_apiSecret) &&
|
||||
!IsReady()) {
|
||||
await ExchangeApiKeyForJwtAsync(cancellationToken);
|
||||
}
|
||||
|
||||
// Check if we need to refresh token
|
||||
if (NeedsRefresh() && !string.IsNullOrEmpty(_refreshToken)) {
|
||||
await RefreshJwtTokenAsync(cancellationToken);
|
||||
}
|
||||
|
||||
return await ExecuteRequestAsync<T>(method, endpoint, data, queryParams, 0,
|
||||
cancellationToken);
|
||||
}
|
||||
|
||||
private async Task<T>
|
||||
ExecuteRequestAsync<T>(HttpMethod method, string endpoint, object data,
|
||||
Dictionary<string, string> queryParams, int retryCount,
|
||||
CancellationToken cancellationToken) {
|
||||
var url = GetApiUrl(endpoint);
|
||||
|
||||
// Add query parameters
|
||||
if (queryParams?.Count > 0) {
|
||||
var queryString = string.Join(
|
||||
"&", queryParams.Select(
|
||||
kvp => $"{kvp.Key}={Uri.EscapeDataString(kvp.Value)}"));
|
||||
url += "?" + queryString;
|
||||
}
|
||||
|
||||
using var request = new HttpRequestMessage(method, url);
|
||||
SetRequestHeaders(request);
|
||||
|
||||
if (data != null &&
|
||||
(method == HttpMethod.Post || method == HttpMethod.Put)) {
|
||||
var json = JsonConvert.SerializeObject(data, _jsonSettings);
|
||||
request.Content =
|
||||
new StringContent(json, Encoding.UTF8, "application/json");
|
||||
}
|
||||
|
||||
if (DebugMode) {
|
||||
Debug.Log($"[GumYum Game] {method} {endpoint}");
|
||||
Debug.Log($"[GumYum Game] Full URL: {url}");
|
||||
}
|
||||
|
||||
try {
|
||||
var response = await _httpClient.SendAsync(request, cancellationToken);
|
||||
var responseContent = await response.Content.ReadAsStringAsync();
|
||||
|
||||
if (DebugMode) {
|
||||
Debug.Log($"[GumYum Game] Response code: {(int)response.StatusCode}");
|
||||
if (!response.IsSuccessStatusCode) {
|
||||
Debug.Log(
|
||||
$"[GumYum Game] Response body: {responseContent.Substring(0, Math.Min(200, responseContent.Length))}");
|
||||
}
|
||||
}
|
||||
|
||||
if (response.IsSuccessStatusCode) {
|
||||
var result =
|
||||
JsonConvert.DeserializeObject<T>(responseContent, _jsonSettings);
|
||||
RequestCompleted?.Invoke(
|
||||
this, new RequestCompletedEventArgs { Endpoint = endpoint,
|
||||
Data = result });
|
||||
return result;
|
||||
}
|
||||
|
||||
// Handle errors
|
||||
var errorData = JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
responseContent, _jsonSettings);
|
||||
var errorMsg = errorData?.GetValueOrDefault("message")?.ToString() ??
|
||||
errorData?.GetValueOrDefault("error")?.ToString() ??
|
||||
"Unknown error";
|
||||
|
||||
// Handle 403 - try to refresh token only for expired tokens
|
||||
if (response.StatusCode == System.Net.HttpStatusCode.Forbidden &&
|
||||
!string.IsNullOrEmpty(_refreshToken) && retryCount == 0) {
|
||||
var errorMessage =
|
||||
errorData?.GetValueOrDefault("error")?.ToString() ?? "";
|
||||
if (errorMessage.ToLower().Contains("expired") &&
|
||||
errorMessage.ToLower().Contains("token")) {
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] Got 403 with expired token, attempting " +
|
||||
"token refresh...");
|
||||
|
||||
await RefreshJwtTokenAsync(cancellationToken);
|
||||
return await ExecuteRequestAsync<T>(method, endpoint, data,
|
||||
queryParams, retryCount + 1,
|
||||
cancellationToken);
|
||||
}
|
||||
}
|
||||
|
||||
// For 401 errors (like revoked API keys), don't retry - just fail
|
||||
if (response.StatusCode == System.Net.HttpStatusCode.Unauthorized) {
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] Got 401 Unauthorized - not retrying");
|
||||
|
||||
throw new HttpRequestException(
|
||||
$"Error {(int)response.StatusCode}: {errorMsg}");
|
||||
}
|
||||
|
||||
// Retry logic for temporary failures
|
||||
if ((int)response.StatusCode >= 500 && retryCount < MaxRetries) {
|
||||
if (DebugMode)
|
||||
Debug.Log(
|
||||
$"[GumYum Game] Retrying request (attempt {retryCount + 1}/{MaxRetries})");
|
||||
|
||||
// Exponential backoff
|
||||
await Task.Delay(TimeSpan.FromSeconds(Math.Pow(2, retryCount + 1)),
|
||||
cancellationToken);
|
||||
return await ExecuteRequestAsync<T>(method, endpoint, data, queryParams,
|
||||
retryCount + 1, cancellationToken);
|
||||
}
|
||||
|
||||
throw new HttpRequestException(
|
||||
$"Error {(int)response.StatusCode}: {errorMsg}");
|
||||
} catch (Exception ex) {
|
||||
var error = ex.Message;
|
||||
if (DebugMode)
|
||||
Debug.LogError($"[GumYum Game] Request failed: {endpoint} - {error}");
|
||||
|
||||
RequestFailed?.Invoke(
|
||||
this,
|
||||
new RequestFailedEventArgs { Endpoint = endpoint, Error = error });
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private async
|
||||
Task ExchangeApiKeyForJwtAsync(CancellationToken cancellationToken) {
|
||||
if (string.IsNullOrEmpty(_apiKey) || string.IsNullOrEmpty(_apiSecret))
|
||||
return;
|
||||
|
||||
await _authSemaphore.WaitAsync(cancellationToken);
|
||||
try {
|
||||
// Double-check after acquiring semaphore
|
||||
if (IsReady())
|
||||
return;
|
||||
|
||||
var data = new { public_key = _apiKey, secret_key = _apiSecret };
|
||||
|
||||
var url = GetApiUrl("auth/exchange");
|
||||
using var request = new HttpRequestMessage(HttpMethod.Post, url);
|
||||
SetRequestHeaders(request);
|
||||
|
||||
var json = JsonConvert.SerializeObject(data, _jsonSettings);
|
||||
request.Content =
|
||||
new StringContent(json, Encoding.UTF8, "application/json");
|
||||
|
||||
var response = await _httpClient.SendAsync(request, cancellationToken);
|
||||
var responseContent = await response.Content.ReadAsStringAsync();
|
||||
|
||||
if (response.IsSuccessStatusCode) {
|
||||
var responseData =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
responseContent, _jsonSettings);
|
||||
_jwtToken =
|
||||
responseData?.GetValueOrDefault("access_token")?.ToString() ?? "";
|
||||
_refreshToken =
|
||||
responseData?.GetValueOrDefault("refresh_token")?.ToString() ?? "";
|
||||
var expiresIn = 3600;
|
||||
if (responseData?.TryGetValue("expires_in", out var expiresInObj) == true) {
|
||||
if (expiresInObj is Newtonsoft.Json.Linq.JValue jValue) {
|
||||
expiresIn = jValue.ToObject<int>();
|
||||
} else {
|
||||
expiresIn = Convert.ToInt32(expiresInObj);
|
||||
}
|
||||
}
|
||||
_tokenExpiresAt = DateTime.UtcNow.AddSeconds(expiresIn);
|
||||
|
||||
if (DebugMode) {
|
||||
Debug.Log("[GumYum Game] API key exchanged for JWT");
|
||||
Debug.Log(
|
||||
$"[GumYum Game] Got refresh token: {!string.IsNullOrEmpty(_refreshToken)}");
|
||||
}
|
||||
} else {
|
||||
var errorMsg = "Invalid API keys";
|
||||
try {
|
||||
var errorData =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
responseContent, _jsonSettings);
|
||||
errorMsg = errorData?.GetValueOrDefault("error")?.ToString() ??
|
||||
errorData?.GetValueOrDefault("message")?.ToString() ??
|
||||
errorMsg;
|
||||
} catch {
|
||||
}
|
||||
|
||||
throw new HttpRequestException($"Authentication failed: {errorMsg}");
|
||||
}
|
||||
} finally {
|
||||
_authSemaphore.Release();
|
||||
}
|
||||
}
|
||||
|
||||
private async Task RefreshJwtTokenAsync(CancellationToken cancellationToken) {
|
||||
if (string.IsNullOrEmpty(_refreshToken))
|
||||
return;
|
||||
|
||||
await _authSemaphore.WaitAsync(cancellationToken);
|
||||
try {
|
||||
// Double-check after acquiring semaphore
|
||||
if (!NeedsRefresh())
|
||||
return;
|
||||
|
||||
var data = new { refresh_token = _refreshToken };
|
||||
|
||||
var url = GetApiUrl("auth/refresh");
|
||||
using var request = new HttpRequestMessage(HttpMethod.Post, url);
|
||||
SetRequestHeaders(request);
|
||||
|
||||
var json = JsonConvert.SerializeObject(data, _jsonSettings);
|
||||
request.Content =
|
||||
new StringContent(json, Encoding.UTF8, "application/json");
|
||||
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] Refreshing JWT token...");
|
||||
|
||||
var response = await _httpClient.SendAsync(request, cancellationToken);
|
||||
var responseContent = await response.Content.ReadAsStringAsync();
|
||||
|
||||
if (response.IsSuccessStatusCode) {
|
||||
var responseData =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
responseContent, _jsonSettings);
|
||||
_jwtToken =
|
||||
responseData?.GetValueOrDefault("access_token")?.ToString() ?? "";
|
||||
|
||||
// Server may rotate refresh token
|
||||
if (responseData?.ContainsKey("refresh_token") == true) {
|
||||
_refreshToken =
|
||||
responseData.GetValueOrDefault("refresh_token")?.ToString() ?? "";
|
||||
}
|
||||
|
||||
var expiresIn = 3600;
|
||||
if (responseData?.TryGetValue("expires_in", out var expiresInObj) == true) {
|
||||
if (expiresInObj is Newtonsoft.Json.Linq.JValue jValue) {
|
||||
expiresIn = jValue.ToObject<int>();
|
||||
} else {
|
||||
expiresIn = Convert.ToInt32(expiresInObj);
|
||||
}
|
||||
}
|
||||
_tokenExpiresAt = DateTime.UtcNow.AddSeconds(expiresIn);
|
||||
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] JWT token refreshed successfully");
|
||||
} else if (response.StatusCode == System.Net.HttpStatusCode.Forbidden) {
|
||||
// Refresh token expired or invalid
|
||||
Debug.LogError(
|
||||
$"[GumYum Game] Refresh token expired or invalid (code 403)");
|
||||
|
||||
// Clear tokens
|
||||
_jwtToken = "";
|
||||
_refreshToken = "";
|
||||
|
||||
// If we have API keys, try to re-exchange
|
||||
if (!string.IsNullOrEmpty(_apiKey)) {
|
||||
if (DebugMode)
|
||||
Debug.Log("[GumYum Game] Refresh failed, re-exchanging API key...");
|
||||
|
||||
await ExchangeApiKeyForJwtAsync(cancellationToken);
|
||||
} else {
|
||||
throw new HttpRequestException(
|
||||
"Authentication expired - please re-authenticate");
|
||||
}
|
||||
} else {
|
||||
throw new HttpRequestException(
|
||||
$"Token refresh failed (code {(int)response.StatusCode})");
|
||||
}
|
||||
} finally {
|
||||
_authSemaphore.Release();
|
||||
}
|
||||
}
|
||||
|
||||
// Streaming support for chat completions
|
||||
internal async Task RequestStreamAsync(HttpMethod method, string endpoint,
|
||||
object data,
|
||||
Dictionary<string, string> queryParams,
|
||||
Action<string> onChunk,
|
||||
CancellationToken cancellationToken) {
|
||||
if (!IsReady()) {
|
||||
throw new InvalidOperationException("Not authenticated");
|
||||
}
|
||||
|
||||
var url = GetApiUrl(endpoint);
|
||||
|
||||
// Add query parameters
|
||||
if (queryParams?.Count > 0) {
|
||||
var queryString = string.Join(
|
||||
"&", queryParams.Select(
|
||||
kvp => $"{kvp.Key}={Uri.EscapeDataString(kvp.Value)}"));
|
||||
url += "?" + queryString;
|
||||
}
|
||||
|
||||
using var request = new HttpRequestMessage(method, url);
|
||||
SetRequestHeaders(request);
|
||||
request.Headers.Accept.Clear();
|
||||
request.Headers.Accept.Add(
|
||||
new MediaTypeWithQualityHeaderValue("text/event-stream"));
|
||||
|
||||
if (data != null) {
|
||||
var json = JsonConvert.SerializeObject(data, _jsonSettings);
|
||||
request.Content =
|
||||
new StringContent(json, Encoding.UTF8, "application/json");
|
||||
}
|
||||
|
||||
if (DebugMode)
|
||||
Debug.Log($"[GumYum Stream] Connecting to {url}");
|
||||
|
||||
using var response = await _httpClient.SendAsync(
|
||||
request, HttpCompletionOption.ResponseHeadersRead, cancellationToken);
|
||||
response.EnsureSuccessStatusCode();
|
||||
|
||||
DialogueStreamStarted?.Invoke(this, EventArgs.Empty);
|
||||
|
||||
using var stream = await response.Content.ReadAsStreamAsync();
|
||||
using var reader = new System.IO.StreamReader(stream);
|
||||
|
||||
var accumulatedContent = "";
|
||||
var context = new Dictionary<string, object>();
|
||||
var moodTransition = new Dictionary<string, object>();
|
||||
|
||||
while (!reader.EndOfStream && !cancellationToken.IsCancellationRequested) {
|
||||
var line = await reader.ReadLineAsync();
|
||||
if (line == null)
|
||||
break;
|
||||
|
||||
line = line.Trim();
|
||||
if (!line.StartsWith("data: "))
|
||||
continue;
|
||||
|
||||
var dataStr = line.Substring(6);
|
||||
if (DebugMode)
|
||||
Debug.Log(
|
||||
$"[GumYum Stream] Received data: {dataStr.Substring(0, Math.Min(100, dataStr.Length))}");
|
||||
|
||||
if (dataStr == "[DONE]" || dataStr == "done") {
|
||||
// Stream finished
|
||||
if (DebugMode)
|
||||
Debug.Log(
|
||||
$"[GumYum Stream] Stream complete, total content: {accumulatedContent.Length} chars");
|
||||
|
||||
DialogueStreamEnded?.Invoke(this, new DialogueStreamEndedEventArgs {
|
||||
FullResponse = accumulatedContent, Context = context,
|
||||
MoodTransition = moodTransition
|
||||
});
|
||||
|
||||
onChunk?.Invoke(null); // Signal completion
|
||||
return;
|
||||
}
|
||||
|
||||
// Parse JSON data
|
||||
try {
|
||||
var eventData =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
dataStr, _jsonSettings);
|
||||
|
||||
// Handle different event types
|
||||
if (eventData.ContainsKey("choices")) {
|
||||
var choices =
|
||||
JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(
|
||||
eventData["choices"].ToString(), _jsonSettings);
|
||||
|
||||
if (choices?.Count > 0) {
|
||||
var choice = choices[0];
|
||||
if (choice.ContainsKey("delta")) {
|
||||
var delta =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
choice["delta"].ToString(), _jsonSettings);
|
||||
|
||||
if (delta?.ContainsKey("content") == true) {
|
||||
var contentChunk = delta["content"].ToString();
|
||||
accumulatedContent += contentChunk;
|
||||
DialogueChunkReceived?.Invoke(this, contentChunk);
|
||||
onChunk?.Invoke(contentChunk);
|
||||
}
|
||||
} else if (choice.ContainsKey("message")) {
|
||||
var message =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
choice["message"].ToString(), _jsonSettings);
|
||||
|
||||
if (message?.ContainsKey("content") == true) {
|
||||
var content = message["content"].ToString();
|
||||
accumulatedContent = content;
|
||||
DialogueChunkReceived?.Invoke(this, content);
|
||||
onChunk?.Invoke(content);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for context and mood transition
|
||||
if (eventData.ContainsKey("npc_context")) {
|
||||
context = JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
eventData["npc_context"].ToString(), _jsonSettings);
|
||||
}
|
||||
if (eventData.ContainsKey("mood_transition")) {
|
||||
moodTransition =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(
|
||||
eventData["mood_transition"].ToString(), _jsonSettings);
|
||||
}
|
||||
} catch (Exception ex) {
|
||||
if (DebugMode)
|
||||
Debug.LogError(
|
||||
$"[GumYum Stream] Error parsing event data: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure we emit the final response
|
||||
DialogueStreamEnded?.Invoke(this, new DialogueStreamEndedEventArgs {
|
||||
FullResponse = accumulatedContent, Context = context,
|
||||
MoodTransition = moodTransition
|
||||
});
|
||||
}
|
||||
|
||||
// Internal methods for Managers to raise events
|
||||
internal void RaiseCharacterSpawned(NPC npc) {
|
||||
CharacterSpawned?.Invoke(this, npc);
|
||||
}
|
||||
|
||||
internal void RaiseDialogueReceived(DialogueReceivedEventArgs args) {
|
||||
DialogueReceived?.Invoke(this, args);
|
||||
}
|
||||
|
||||
internal void RaiseDialogueChunkReceived(string chunk) {
|
||||
DialogueChunkReceived?.Invoke(this, chunk);
|
||||
}
|
||||
|
||||
internal void RaiseDialogueStreamStarted() {
|
||||
DialogueStreamStarted?.Invoke(this, EventArgs.Empty);
|
||||
}
|
||||
|
||||
internal void RaiseDialogueStreamEnded(DialogueStreamEndedEventArgs args) {
|
||||
DialogueStreamEnded?.Invoke(this, args);
|
||||
}
|
||||
|
||||
internal void RaiseRequestCompleted(RequestCompletedEventArgs args) {
|
||||
RequestCompleted?.Invoke(this, args);
|
||||
}
|
||||
|
||||
internal void RaiseRequestFailed(RequestFailedEventArgs args) {
|
||||
RequestFailed?.Invoke(this, args);
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
_authSemaphore?.Dispose();
|
||||
_httpClient?.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
// Event Args Classes
|
||||
public class DialogueReceivedEventArgs : EventArgs {
|
||||
public string Response { get; set; }
|
||||
public Dictionary<string, object> Context { get; set; }
|
||||
public Dictionary<string, object> MoodTransition { get; set; }
|
||||
}
|
||||
|
||||
public class DialogueStreamEndedEventArgs : EventArgs {
|
||||
public string FullResponse { get; set; }
|
||||
public Dictionary<string, object> Context { get; set; }
|
||||
public Dictionary<string, object> MoodTransition { get; set; }
|
||||
}
|
||||
|
||||
public class RequestCompletedEventArgs : EventArgs {
|
||||
public string Endpoint { get; set; }
|
||||
public object Data { get; set; }
|
||||
}
|
||||
|
||||
public class RequestFailedEventArgs : EventArgs {
|
||||
public string Endpoint { get; set; }
|
||||
public string Error { get; set; }
|
||||
}
|
||||
}
|
||||
2
Runtime/Client.cs.meta
Normal file
2
Runtime/Client.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: aa8266018932c06b7885a800ff63b7a3
|
||||
22
Runtime/GumYumNPC.Runtime.asmdef
Normal file
22
Runtime/GumYumNPC.Runtime.asmdef
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
{
|
||||
"name": "GumYumNPC.Runtime",
|
||||
"rootNamespace": "GumYum.NPC",
|
||||
"references": [
|
||||
"Unity.TextMeshPro"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.nuget.newtonsoft-json",
|
||||
"expression": "3.0.0",
|
||||
"define": "NEWTONSOFT_JSON"
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
7
Runtime/GumYumNPC.Runtime.asmdef.meta
Normal file
7
Runtime/GumYumNPC.Runtime.asmdef.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 26a697b167a9ebcc689a6ae9368b98d7
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
293
Runtime/GumYumUnityClient.cs
Normal file
293
Runtime/GumYumUnityClient.cs
Normal file
|
|
@ -0,0 +1,293 @@
|
|||
#if UNITY_5_3_OR_NEWER
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using GumYum.NPC;
|
||||
|
||||
namespace GumYum.NPC.Unity {
|
||||
/// <summary>
|
||||
/// Unity-specific wrapper for GumYum Client that integrates with Unity's
|
||||
/// coroutine system This provides a MonoBehaviour-based interface for easier
|
||||
/// Unity integration
|
||||
/// </summary>
|
||||
public class GumYumUnityClient : MonoBehaviour {
|
||||
[Header("Configuration")]
|
||||
[SerializeField]
|
||||
private string baseUrl = "https://npc.gumyum.com";
|
||||
[SerializeField]
|
||||
private string apiVersion = "v1";
|
||||
[SerializeField]
|
||||
private float timeout = 75f;
|
||||
[SerializeField]
|
||||
private int maxRetries = 3;
|
||||
[SerializeField]
|
||||
private bool debugMode = false;
|
||||
|
||||
[Header("API Credentials")]
|
||||
[SerializeField]
|
||||
private string apiKey = "";
|
||||
[SerializeField]
|
||||
private string apiSecret = "";
|
||||
|
||||
// The underlying C# client
|
||||
private Client _client;
|
||||
|
||||
// Unity-specific events
|
||||
public event Action<NPC> OnCharacterSpawned;
|
||||
public event Action<string, Dictionary<string, object>,
|
||||
Dictionary<string, object>> OnDialogueReceived;
|
||||
public event Action<string> OnDialogueChunkReceived;
|
||||
public event Action OnDialogueStreamStarted;
|
||||
public event Action<string, Dictionary<string, object>,
|
||||
Dictionary<string, object>> OnDialogueStreamEnded;
|
||||
public event Action<string, object> OnRequestCompleted;
|
||||
public event Action<string, string> OnRequestFailed;
|
||||
|
||||
// Singleton pattern (optional)
|
||||
private static GumYumUnityClient _instance;
|
||||
public static GumYumUnityClient Instance {
|
||||
get {
|
||||
if (_instance == null) {
|
||||
_instance = FindFirstObjectByType<GumYumUnityClient>();
|
||||
if (_instance == null) {
|
||||
GameObject go = new GameObject("GumYumUnityClient");
|
||||
_instance = go.AddComponent<GumYumUnityClient>();
|
||||
DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Access to the underlying client
|
||||
/// </summary>
|
||||
public Client Client => _client;
|
||||
|
||||
/// <summary>
|
||||
/// Manager accessors for convenience
|
||||
/// </summary>
|
||||
public NPCManager NPCs => _client?.NPCs;
|
||||
public UniverseManager Universes => _client?.Universes;
|
||||
public ChatManager Chat => _client?.Chat;
|
||||
|
||||
private void Awake() {
|
||||
if (_instance != null && _instance != this) {
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
InitializeClient();
|
||||
}
|
||||
|
||||
private void InitializeClient() {
|
||||
// Create the client
|
||||
_client = new Client() { BaseUrl = baseUrl,
|
||||
ApiVersion = apiVersion,
|
||||
Timeout = TimeSpan.FromSeconds(timeout),
|
||||
MaxRetries = maxRetries,
|
||||
DebugMode = debugMode,
|
||||
ApiKey = apiKey,
|
||||
ApiSecret = apiSecret };
|
||||
|
||||
// Subscribe to events and forward them
|
||||
_client.CharacterSpawned += (sender, npc) =>
|
||||
OnCharacterSpawned?.Invoke(npc);
|
||||
_client.DialogueReceived += (sender, e) =>
|
||||
OnDialogueReceived?.Invoke(e.Response, e.Context, e.MoodTransition);
|
||||
_client.DialogueChunkReceived += (sender, chunk) =>
|
||||
OnDialogueChunkReceived?.Invoke(chunk);
|
||||
_client.DialogueStreamStarted += (sender, e) =>
|
||||
OnDialogueStreamStarted?.Invoke();
|
||||
_client.DialogueStreamEnded += (sender, e) => OnDialogueStreamEnded?.Invoke(
|
||||
e.FullResponse, e.Context, e.MoodTransition);
|
||||
_client.RequestCompleted += (sender, e) =>
|
||||
OnRequestCompleted?.Invoke(e.Endpoint, e.Data);
|
||||
_client.RequestFailed += (sender, e) =>
|
||||
OnRequestFailed?.Invoke(e.Endpoint, e.Error);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update API credentials at runtime
|
||||
/// </summary>
|
||||
public void SetCredentials(string apiKey, string apiSecret) {
|
||||
this.apiKey = apiKey;
|
||||
this.apiSecret = apiSecret;
|
||||
|
||||
if (_client != null) {
|
||||
_client.ApiKey = apiKey;
|
||||
_client.ApiSecret = apiSecret;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine-based NPC spawning
|
||||
/// </summary>
|
||||
public IEnumerator SpawnNPCCoroutine(string universeId, int seed, long? npcId,
|
||||
Action<NPC> callback) {
|
||||
var task = NPCs.SpawnAsync(universeId, seed, npcId);
|
||||
yield return new WaitUntil(() => task.IsCompleted);
|
||||
|
||||
if (task.IsFaulted) {
|
||||
Debug.LogError(
|
||||
$"Failed to spawn NPC: {task.Exception?.GetBaseException().Message}");
|
||||
callback?.Invoke(null);
|
||||
} else {
|
||||
callback?.Invoke(task.Result);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine-based filtered NPC spawning
|
||||
/// </summary>
|
||||
public IEnumerator SpawnFilteredNPCCoroutine(string universeId, int seed,
|
||||
object filters,
|
||||
Action<NPC> callback) {
|
||||
var task = NPCs.SpawnFilteredAsync(universeId, seed, filters);
|
||||
yield return new WaitUntil(() => task.IsCompleted);
|
||||
|
||||
if (task.IsFaulted) {
|
||||
Debug.LogError(
|
||||
$"Failed to spawn filtered NPC: {task.Exception?.GetBaseException().Message}");
|
||||
callback?.Invoke(null);
|
||||
} else {
|
||||
callback?.Invoke(task.Result);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine-based chat completion
|
||||
/// </summary>
|
||||
public IEnumerator ChatCoroutine(NPC npc, List<ChatMessage> messages,
|
||||
Action<ChatCompletionResponse> callback,
|
||||
double temperature = 0.8,
|
||||
int maxTokens = 2000) {
|
||||
var task = npc.Chat.CompletionsAsync(messages, temperature, maxTokens);
|
||||
yield return new WaitUntil(() => task.IsCompleted);
|
||||
|
||||
if (task.IsFaulted) {
|
||||
Debug.LogError(
|
||||
$"[GumYumUnityClient] Failed to complete chat: {task.Exception?.GetBaseException().Message}");
|
||||
Debug.LogError($"[GumYumUnityClient] Full exception: {task.Exception}");
|
||||
callback?.Invoke(null);
|
||||
} else {
|
||||
callback?.Invoke(task.Result);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simple chat helper that creates the message structure
|
||||
/// </summary>
|
||||
public IEnumerator SimpleChatCoroutine(NPC npc, string userMessage,
|
||||
Action<string> callback,
|
||||
double temperature = 0.8,
|
||||
int maxTokens = 2000) {
|
||||
var messages =
|
||||
new List<ChatMessage> { new ChatMessage { Role = "user",
|
||||
Content = userMessage } };
|
||||
|
||||
yield return ChatCoroutine(npc, messages, response => {
|
||||
if (response?.Choices?.Count > 0) {
|
||||
callback?.Invoke(response.Choices[0].Message.Content);
|
||||
} else {
|
||||
callback?.Invoke(null);
|
||||
}
|
||||
}, temperature, maxTokens);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// List public universes coroutine
|
||||
/// </summary>
|
||||
public IEnumerator ListPublicUniversesCoroutine(
|
||||
Action<List<Dictionary<string, object>>> callback) {
|
||||
var task = Universes.ListPublicAsync();
|
||||
yield return new WaitUntil(() => task.IsCompleted);
|
||||
|
||||
if (task.IsFaulted) {
|
||||
Debug.LogError(
|
||||
$"Failed to list public universes: {task.Exception?.GetBaseException().Message}");
|
||||
callback?.Invoke(null);
|
||||
} else {
|
||||
callback?.Invoke(task.Result);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// List user's universes coroutine
|
||||
/// </summary>
|
||||
public IEnumerator
|
||||
ListUniversesCoroutine(Action<List<Dictionary<string, object>>> callback) {
|
||||
var task = Universes.ListAsync();
|
||||
yield return new WaitUntil(() => task.IsCompleted);
|
||||
|
||||
if (task.IsFaulted) {
|
||||
Debug.LogError(
|
||||
$"Failed to list user universes: {task.Exception?.GetBaseException().Message}");
|
||||
callback?.Invoke(null);
|
||||
} else {
|
||||
callback?.Invoke(task.Result);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to convert async operations to coroutines
|
||||
/// </summary>
|
||||
public static IEnumerator ToCoroutine(Task task) {
|
||||
while (!task.IsCompleted) {
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (task.IsFaulted) {
|
||||
throw task.Exception.GetBaseException();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to convert async operations to coroutines with result
|
||||
/// </summary>
|
||||
public static IEnumerator ToCoroutine<T>(Task<T> task,
|
||||
Action<T> resultCallback) {
|
||||
while (!task.IsCompleted) {
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (task.IsFaulted) {
|
||||
Debug.LogError(
|
||||
$"Task failed: {task.Exception?.GetBaseException().Message}");
|
||||
resultCallback?.Invoke(default(T));
|
||||
} else {
|
||||
resultCallback?.Invoke(task.Result);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy() { _client?.Dispose(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extension methods for easier Unity integration
|
||||
/// </summary>
|
||||
public static class GumYumUnityExtensions {
|
||||
/// <summary>
|
||||
/// Convert Task to Coroutine
|
||||
/// </summary>
|
||||
public static IEnumerator AsCoroutine(this Task task) {
|
||||
return GumYumUnityClient.ToCoroutine(task);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert Task<T> to Coroutine
|
||||
/// </summary>
|
||||
public static IEnumerator AsCoroutine<T>(this Task<T> task,
|
||||
Action<T> resultCallback) {
|
||||
return GumYumUnityClient.ToCoroutine(task, resultCallback);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
2
Runtime/GumYumUnityClient.cs.meta
Normal file
2
Runtime/GumYumUnityClient.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ac7e37da835b6259384d76e3c893d1e0
|
||||
373
Runtime/Managers.cs
Normal file
373
Runtime/Managers.cs
Normal file
|
|
@ -0,0 +1,373 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net.Http;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GumYum.NPC {
|
||||
/// <summary>
|
||||
/// Manager for NPC-related operations
|
||||
/// </summary>
|
||||
public class NPCManager {
|
||||
private readonly Client _client;
|
||||
|
||||
public NPCManager(Client client) { _client = client; }
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a character - returns NPC object
|
||||
/// Pass null for npcId to spawn a random NPC
|
||||
/// </summary>
|
||||
public async Task<NPC>
|
||||
SpawnAsync(string universeId, int seed, long? npcId = null,
|
||||
CancellationToken cancellationToken = default) {
|
||||
var queryParams =
|
||||
new Dictionary<string, string> { ["universe_id"] = universeId,
|
||||
["seed"] = seed.ToString() };
|
||||
|
||||
string endpoint;
|
||||
if (npcId.HasValue) {
|
||||
// Spawn specific NPC
|
||||
queryParams["npc_id"] = npcId.Value.ToString();
|
||||
endpoint = "npc";
|
||||
} else {
|
||||
// Spawn random NPC - let API handle the randomness
|
||||
endpoint = "npc/spawn";
|
||||
}
|
||||
|
||||
var response = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Get, endpoint, null, queryParams, cancellationToken);
|
||||
|
||||
// Check if this is a redirect response
|
||||
if (response.ContainsKey("redirect_url")) {
|
||||
// Follow the redirect to get actual NPC data
|
||||
var redirectPath = response["redirect_url"].ToString();
|
||||
// Strip the /v1/ prefix since client adds it
|
||||
if (redirectPath.StartsWith("/v1/")) {
|
||||
redirectPath = redirectPath.Substring(4);
|
||||
}
|
||||
|
||||
// Make the redirect request
|
||||
var npcData = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Get, redirectPath, null, null, cancellationToken);
|
||||
|
||||
var npc = new NPC(npcData, _client);
|
||||
_client.RaiseCharacterSpawned(npc);
|
||||
return npc;
|
||||
} else {
|
||||
// Direct response (shouldn't happen with /npc/spawn)
|
||||
var npc = new NPC(response, _client);
|
||||
_client.RaiseCharacterSpawned(npc);
|
||||
return npc;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn with advanced filters - supports any NPC field
|
||||
/// Examples:
|
||||
/// SpawnFilteredAsync("kingdom", 12345, new { profession = new[] {
|
||||
/// "warrior", "knight" }, location = new[] { "barracks", "castle" } })
|
||||
/// SpawnFilteredAsync("blade-runner", 67890, new { personality_type = new[]
|
||||
/// { 8 }, sex = new[] { "female" } })
|
||||
/// </summary>
|
||||
public async Task<NPC>
|
||||
SpawnFilteredAsync(string universeId, int seed, object filters = null,
|
||||
CancellationToken cancellationToken = default) {
|
||||
var data = new { universe_id = universeId, world_seed = seed,
|
||||
filters = filters ?? new {} };
|
||||
|
||||
var endpoint = "npc/spawn_filtered";
|
||||
|
||||
// spawn_filtered uses POST with data in body
|
||||
var response = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Post, endpoint, data, null, cancellationToken);
|
||||
|
||||
// Check if this is a redirect response
|
||||
if (response.ContainsKey("redirect_url")) {
|
||||
// Follow the redirect to get actual NPC data
|
||||
var redirectPath = response["redirect_url"].ToString();
|
||||
// Strip the /v1/ prefix since client adds it
|
||||
if (redirectPath.StartsWith("/v1/")) {
|
||||
redirectPath = redirectPath.Substring(4);
|
||||
}
|
||||
|
||||
// Make the redirect request
|
||||
var npcData = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Get, redirectPath, null, null, cancellationToken);
|
||||
|
||||
var npc = new NPC(npcData, _client);
|
||||
_client.RaiseCharacterSpawned(npc);
|
||||
return npc;
|
||||
} else {
|
||||
// Direct response (shouldn't happen with /npc/spawn_filtered)
|
||||
var npc = new NPC(response, _client);
|
||||
_client.RaiseCharacterSpawned(npc);
|
||||
return npc;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Manager for Universe-related operations
|
||||
/// </summary>
|
||||
public class UniverseManager {
|
||||
private readonly Client _client;
|
||||
|
||||
public UniverseManager(Client client) { _client = client; }
|
||||
|
||||
/// <summary>
|
||||
/// List public universes (works with API keys)
|
||||
/// </summary>
|
||||
public async Task<List<Dictionary<string, object>>>
|
||||
ListPublicAsync(CancellationToken cancellationToken = default) {
|
||||
// API returns {"public_universes": [...]}
|
||||
var response = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Get, "public/universes", null, null, cancellationToken);
|
||||
|
||||
if (response != null &&
|
||||
response.TryGetValue("public_universes", out var universesObj)) {
|
||||
// Handle Newtonsoft.Json types
|
||||
if (universesObj is Newtonsoft.Json.Linq.JArray jArray) {
|
||||
return jArray.ToObject<List<Dictionary<string, object>>>();
|
||||
} else if (universesObj is List<Dictionary<string, object>> list) {
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
return new List<Dictionary<string, object>>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// List user's universes (works with JWT from API key exchange)
|
||||
/// </summary>
|
||||
public async Task<List<Dictionary<string, object>>>
|
||||
ListAsync(CancellationToken cancellationToken = default) {
|
||||
// API returns {"universes": [...]}
|
||||
var response = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Get, "universes", null, null, cancellationToken);
|
||||
|
||||
if (response != null &&
|
||||
response.TryGetValue("universes", out var universesObj)) {
|
||||
// Handle Newtonsoft.Json types
|
||||
if (universesObj is Newtonsoft.Json.Linq.JArray jArray) {
|
||||
return jArray.ToObject<List<Dictionary<string, object>>>();
|
||||
} else if (universesObj is List<Dictionary<string, object>> list) {
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
return new List<Dictionary<string, object>>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copy a universe (requires user authentication)
|
||||
/// </summary>
|
||||
public Task<Dictionary<string, object>>
|
||||
CopyAsync(string publicUniverseId, string customName = "",
|
||||
CancellationToken cancellationToken = default) {
|
||||
throw new NotSupportedException(
|
||||
"[GumYum] Copy() requires user authentication. Use API keys with a " +
|
||||
"known universe ID instead.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get universe details
|
||||
/// </summary>
|
||||
public async Task<Dictionary<string, object>>
|
||||
GetUniverseAsync(string universeId,
|
||||
CancellationToken cancellationToken = default) {
|
||||
return await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Get, $"universes/{universeId}", null, null,
|
||||
cancellationToken);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Manager for Chat-related operations
|
||||
/// </summary>
|
||||
public class ChatManager {
|
||||
private readonly Client _client;
|
||||
|
||||
public ChatManager(Client client) { _client = client; }
|
||||
|
||||
/// <summary>
|
||||
/// Generate dialogue (OpenAI-compatible chat.completions)
|
||||
/// </summary>
|
||||
public async Task<ChatCompletionResponse> CompletionsAsync(
|
||||
List<ChatMessage> messages, Dictionary<string, object> npcParams,
|
||||
double temperature = 0.8, int maxTokens = 2000, bool stream = false,
|
||||
CancellationToken cancellationToken = default) {
|
||||
var data = new Dictionary<string, object> { ["model"] = "gumyum-npc",
|
||||
["temperature"] = temperature,
|
||||
["messages"] = messages,
|
||||
["stream"] = stream,
|
||||
["npc_params"] = npcParams,
|
||||
["max_tokens"] = maxTokens };
|
||||
|
||||
// Extract npc_id to top level if it exists in npc_params
|
||||
if (npcParams.ContainsKey("npc_id")) {
|
||||
data["npc_id"] = npcParams["npc_id"];
|
||||
}
|
||||
|
||||
if (stream) {
|
||||
throw new NotImplementedException(
|
||||
"Streaming is handled via CompletionsStreamAsync");
|
||||
} else {
|
||||
var response = await _client.RequestAsync<Dictionary<string, object>>(
|
||||
HttpMethod.Post, "chat/completions", data, null, cancellationToken);
|
||||
|
||||
var completionResponse = new ChatCompletionResponse(response);
|
||||
|
||||
if (completionResponse.Choices?.Count > 0) {
|
||||
var firstChoice = completionResponse.Choices[0];
|
||||
if (firstChoice?.Message == null) {
|
||||
return completionResponse;
|
||||
}
|
||||
var content = firstChoice.Message.Content;
|
||||
var context = completionResponse.NpcContext;
|
||||
var moodTransition = completionResponse.MoodTransition;
|
||||
|
||||
_client.RaiseDialogueReceived(new DialogueReceivedEventArgs {
|
||||
Response = content, Context = context, MoodTransition = moodTransition
|
||||
});
|
||||
}
|
||||
|
||||
return completionResponse;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate dialogue with streaming support
|
||||
/// </summary>
|
||||
public async Task CompletionsStreamAsync(
|
||||
List<ChatMessage> messages, Dictionary<string, object> npcParams,
|
||||
Action<string> onChunk, double temperature = 0.8, int maxTokens = 2000,
|
||||
CancellationToken cancellationToken = default) {
|
||||
var data = new Dictionary<string, object> { ["model"] = "gumyum-npc",
|
||||
["temperature"] = temperature,
|
||||
["messages"] = messages,
|
||||
["stream"] = true,
|
||||
["npc_params"] = npcParams,
|
||||
["max_tokens"] = maxTokens };
|
||||
|
||||
// Extract npc_id to top level if it exists in npc_params
|
||||
if (npcParams.ContainsKey("npc_id")) {
|
||||
data["npc_id"] = npcParams["npc_id"];
|
||||
}
|
||||
|
||||
await _client.RequestStreamAsync(HttpMethod.Post, "chat/completions", data,
|
||||
null, onChunk, cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate dialogue (legacy method name for backwards compatibility)
|
||||
/// </summary>
|
||||
public Task<ChatCompletionResponse>
|
||||
ChatAsync(List<ChatMessage> messages, Dictionary<string, object> npcParams,
|
||||
double temperature = 0.8, int maxTokens = 2000,
|
||||
CancellationToken cancellationToken = default) {
|
||||
return CompletionsAsync(messages, npcParams, temperature, maxTokens, false,
|
||||
cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate dialogue with streaming support (legacy method)
|
||||
/// </summary>
|
||||
public Task ChatStreamAsync(List<ChatMessage> messages,
|
||||
Dictionary<string, object> npcParams,
|
||||
Action<string> onChunk, double temperature = 0.8,
|
||||
int maxTokens = 2000,
|
||||
CancellationToken cancellationToken = default) {
|
||||
return CompletionsStreamAsync(messages, npcParams, onChunk, temperature,
|
||||
maxTokens, cancellationToken);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chat message structure
|
||||
/// </summary>
|
||||
public class ChatMessage {
|
||||
public string Role { get; set; }
|
||||
public string Content { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chat completion response
|
||||
/// </summary>
|
||||
public class ChatCompletionResponse {
|
||||
public List<ChatChoice> Choices { get; set; }
|
||||
public Dictionary<string, object> NpcContext { get; set; }
|
||||
public Dictionary<string, object> MoodTransition { get; set; }
|
||||
|
||||
public ChatCompletionResponse(Dictionary<string, object> data) {
|
||||
if (data == null) {
|
||||
Debug.LogError(
|
||||
"[ChatCompletionResponse] Constructor received null data!");
|
||||
Choices = new List<ChatChoice>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (data.ContainsKey("choices")) {
|
||||
var choicesData = data["choices"] as List<object>;
|
||||
if (choicesData == null && data["choices"] != null) {
|
||||
// Try to handle different array types
|
||||
if (data["choices"] is Newtonsoft.Json.Linq.JArray jArray) {
|
||||
choicesData = jArray.ToObject<List<object>>();
|
||||
}
|
||||
}
|
||||
Choices = new List<ChatChoice>();
|
||||
if (choicesData != null) {
|
||||
foreach (var choice in choicesData) {
|
||||
Dictionary<string, object> choiceDict = null;
|
||||
if (choice is Dictionary<string, object> dict) {
|
||||
choiceDict = dict;
|
||||
} else if (choice is Newtonsoft.Json.Linq.JObject jObj) {
|
||||
choiceDict = jObj.ToObject<Dictionary<string, object>>();
|
||||
}
|
||||
|
||||
if (choiceDict != null) {
|
||||
Choices.Add(new ChatChoice(choiceDict));
|
||||
}
|
||||
// Silently skip unparseable choices
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Choices = new List<ChatChoice>();
|
||||
}
|
||||
|
||||
if (data.ContainsKey("npc_context")) {
|
||||
NpcContext = data["npc_context"] as Dictionary<string, object>;
|
||||
}
|
||||
|
||||
if (data.ContainsKey("mood_transition")) {
|
||||
MoodTransition = data["mood_transition"] as Dictionary<string, object>;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chat choice in completion response
|
||||
/// </summary>
|
||||
public class ChatChoice {
|
||||
public ChatMessage Message { get; set; }
|
||||
|
||||
public ChatChoice(Dictionary<string, object> data) {
|
||||
if (data?.ContainsKey("message") == true) {
|
||||
var msgData = data["message"] as Dictionary<string, object>;
|
||||
if (msgData == null &&
|
||||
data["message"] is Newtonsoft.Json.Linq.JObject jObj) {
|
||||
msgData = jObj.ToObject<Dictionary<string, object>>();
|
||||
}
|
||||
|
||||
if (msgData != null) {
|
||||
Message = new ChatMessage {
|
||||
Role = msgData.GetValueOrDefault("role")?.ToString() ?? "assistant",
|
||||
Content = msgData.GetValueOrDefault("content")?.ToString() ?? ""
|
||||
};
|
||||
}
|
||||
// Silently handle missing message data
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Runtime/Managers.cs.meta
Normal file
2
Runtime/Managers.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 232c26c33ff3d4c95b32e8c9178b8bb7
|
||||
542
Runtime/NPC.cs
Normal file
542
Runtime/NPC.cs
Normal file
|
|
@ -0,0 +1,542 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Newtonsoft.Json;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GumYum.NPC {
|
||||
/// <summary>
|
||||
/// GumYum NPC Class - Elegant chat interface similar to Python client
|
||||
///
|
||||
/// This class represents a spawned NPC and provides convenient methods
|
||||
/// for chatting with them. Similar to Python's npc.chat.completions()
|
||||
///
|
||||
/// Usage:
|
||||
/// var npc = await client.NPCs.SpawnAsync("universe-id", 12345, 123456789);
|
||||
/// var response = await npc.Chat.CompletionsAsync(new[] { new ChatMessage {
|
||||
/// Role = "user", Content = "Hello!" } }); Debug.Log($"{npc.Name}:
|
||||
/// {response.Choices[0].Message.Content}");
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class NPC {
|
||||
// Events
|
||||
public event EventHandler<DialogueReceivedEventArgs> DialogueReceived;
|
||||
public event EventHandler<string> DialogueChunkReceived;
|
||||
public event EventHandler DialogueStreamStarted;
|
||||
public event EventHandler<DialogueStreamEndedEventArgs> DialogueStreamEnded;
|
||||
|
||||
// NPC Data (from API response) - Serializable for Unity Inspector
|
||||
[SerializeField]
|
||||
private long npcId;
|
||||
[SerializeField]
|
||||
private string name = "";
|
||||
[SerializeField]
|
||||
private string profession = "";
|
||||
[SerializeField]
|
||||
private int personalityType = 5;
|
||||
[SerializeField]
|
||||
private string universeId = "";
|
||||
[SerializeField]
|
||||
private int seed = 0;
|
||||
[SerializeField]
|
||||
private bool cached = false;
|
||||
[SerializeField]
|
||||
private string cacheUrl = "";
|
||||
|
||||
// Properties for public access
|
||||
public long NpcId => npcId;
|
||||
public string Name => name;
|
||||
public string Profession => profession;
|
||||
public int PersonalityType => personalityType;
|
||||
public string UniverseId => universeId;
|
||||
public int Seed => seed;
|
||||
public bool Cached => cached;
|
||||
public string CacheUrl => cacheUrl;
|
||||
|
||||
// Spawned data (nested)
|
||||
public Dictionary<string, object> Spawned { get; set; } =
|
||||
new Dictionary<string, object>();
|
||||
|
||||
// Current mood state
|
||||
public string CurrentMood { get; private set; } = "";
|
||||
public string PreviousMood { get; private set; } = "";
|
||||
public int StressLevel { get; private set; } = 5;
|
||||
public string LastMoodChangeReason { get; private set; } = "";
|
||||
public double LastMoodChangeConfidence { get; private set; } = 0.0;
|
||||
|
||||
// Client reference (not serialized)
|
||||
[System.NonSerialized]
|
||||
private Client _client;
|
||||
|
||||
// Chat history for this NPC (array of message dicts with role and content)
|
||||
public List<ChatMessage> ChatHistory { get; } = new List<ChatMessage>();
|
||||
|
||||
// Internal chat manager for this NPC
|
||||
public NPCChatManager Chat { get; private set; }
|
||||
|
||||
public NPC(Dictionary<string, object> npcData, Client client) {
|
||||
_client = client;
|
||||
SetupFromData(npcData);
|
||||
Chat = new NPCChatManager(this);
|
||||
ConnectClientSignals();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup NPC from API response data
|
||||
/// </summary>
|
||||
private void SetupFromData(Dictionary<string, object> npcData) {
|
||||
// Check if data is nested in "spawned_npc" first
|
||||
if (npcData.ContainsKey("spawned_npc")) {
|
||||
if (npcData["spawned_npc"] is Dictionary<string, object> spawnedData) {
|
||||
npcData = spawnedData;
|
||||
} else if (npcData["spawned_npc"] is Newtonsoft.Json.Linq.JObject jObj) {
|
||||
npcData = jObj.ToObject<Dictionary<string, object>>();
|
||||
}
|
||||
}
|
||||
|
||||
// Handle npc_id conversion - API might return String or int
|
||||
if (npcData.TryGetValue("npc_id", out var npcIdRaw)) {
|
||||
if (npcIdRaw is Newtonsoft.Json.Linq.JValue jValue) {
|
||||
npcId = jValue.ToObject<long>();
|
||||
} else {
|
||||
npcId = Convert.ToInt64(npcIdRaw);
|
||||
}
|
||||
}
|
||||
|
||||
if (npcData.TryGetValue("name", out var nameValue))
|
||||
name = nameValue.ToString();
|
||||
|
||||
if (npcData.TryGetValue("profession", out var professionValue))
|
||||
profession = professionValue.ToString();
|
||||
|
||||
if (npcData.TryGetValue("personality_type", out var personalityTypeValue)) {
|
||||
if (personalityTypeValue is Newtonsoft.Json.Linq.JValue ptJValue) {
|
||||
personalityType = ptJValue.ToObject<int>();
|
||||
} else {
|
||||
personalityType = Convert.ToInt32(personalityTypeValue);
|
||||
}
|
||||
}
|
||||
|
||||
if (npcData.TryGetValue("universe_id", out var universeIdValue))
|
||||
universeId = universeIdValue.ToString();
|
||||
|
||||
// Try "world_seed" first (what Elixir API returns), then fall back to
|
||||
// "seed"
|
||||
if (npcData.TryGetValue("world_seed", out var seedValue)) {
|
||||
if (seedValue is Newtonsoft.Json.Linq.JValue seedJValue) {
|
||||
seed = seedJValue.ToObject<int>();
|
||||
} else {
|
||||
seed = Convert.ToInt32(seedValue);
|
||||
}
|
||||
} else if (npcData.TryGetValue("seed", out seedValue)) {
|
||||
if (seedValue is Newtonsoft.Json.Linq.JValue seedJValue) {
|
||||
seed = seedJValue.ToObject<int>();
|
||||
} else {
|
||||
seed = Convert.ToInt32(seedValue);
|
||||
}
|
||||
}
|
||||
|
||||
if (npcData.TryGetValue("cached", out var cachedValue)) {
|
||||
if (cachedValue is Newtonsoft.Json.Linq.JValue cachedJValue) {
|
||||
cached = cachedJValue.ToObject<bool>();
|
||||
} else {
|
||||
cached = Convert.ToBoolean(cachedValue);
|
||||
}
|
||||
}
|
||||
|
||||
if (npcData.TryGetValue("cache_url", out var cacheUrlValue))
|
||||
cacheUrl = cacheUrlValue.ToString();
|
||||
|
||||
// Handle spawned data
|
||||
if (npcData.TryGetValue("spawned", out var spawned) &&
|
||||
spawned is Dictionary<string, object> spawnedDict) {
|
||||
Spawned = spawnedDict;
|
||||
// Initialize mood from spawned data
|
||||
if (spawnedDict.TryGetValue("mood", out var mood))
|
||||
CurrentMood = mood.ToString();
|
||||
if (spawnedDict.TryGetValue("stress_level", out var stressLevel)) {
|
||||
if (stressLevel is Newtonsoft.Json.Linq.JValue slJValue) {
|
||||
StressLevel = slJValue.ToObject<int>();
|
||||
} else {
|
||||
StressLevel = Convert.ToInt32(stressLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convenience method - direct completions alias (like Python
|
||||
/// npc.completions())
|
||||
/// </summary>
|
||||
public Task<ChatCompletionResponse>
|
||||
CompletionsAsync(List<ChatMessage> messages, double temperature = 0.8,
|
||||
int maxTokens = 2000, bool stream = false,
|
||||
CancellationToken cancellationToken = default) {
|
||||
return Chat.CompletionsAsync(messages, temperature, maxTokens, stream,
|
||||
cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chat with conversation history - includes all previous messages in this
|
||||
/// session
|
||||
/// </summary>
|
||||
public Task<ChatCompletionResponse>
|
||||
ChatWithHistoryAsync(string message, double temperature = 0.8,
|
||||
int maxTokens = 2000, bool stream = false,
|
||||
CancellationToken cancellationToken = default) {
|
||||
return Chat.ChatWithHistoryAsync(message, temperature, maxTokens, stream,
|
||||
cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear conversation history
|
||||
/// </summary>
|
||||
public void ClearHistory() { ChatHistory.Clear(); }
|
||||
|
||||
/// <summary>
|
||||
/// Convert chat history to JSON string for saving
|
||||
/// </summary>
|
||||
public string ChatHistoryToJson() {
|
||||
return JsonConvert.SerializeObject(ChatHistory);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert entire NPC data to dictionary for saving
|
||||
/// </summary>
|
||||
public Dictionary<string, object> ToDict() {
|
||||
return new Dictionary<string,
|
||||
object> { ["npc_id"] = npcId,
|
||||
["name"] = name,
|
||||
["profession"] = profession,
|
||||
["personality_type"] = personalityType,
|
||||
["universe_id"] = universeId,
|
||||
["seed"] = seed,
|
||||
["spawned"] = Spawned,
|
||||
["cached"] = cached,
|
||||
["cache_url"] = cacheUrl,
|
||||
["chat_history"] = ChatHistory };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert NPC data to JSON string for saving
|
||||
/// </summary>
|
||||
public string ToJson() { return JsonConvert.SerializeObject(ToDict()); }
|
||||
|
||||
/// <summary>
|
||||
/// Load NPC data from dictionary (e.g., from saved file)
|
||||
/// </summary>
|
||||
public static NPC FromDict(Dictionary<string, object> data, Client client) {
|
||||
return new NPC(data, client);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load NPC data from JSON string
|
||||
/// </summary>
|
||||
public static NPC FromJson(string jsonStr, Client client) {
|
||||
var data =
|
||||
JsonConvert.DeserializeObject<Dictionary<string, object>>(jsonStr);
|
||||
return FromDict(data, client);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get NPC's current location
|
||||
/// </summary>
|
||||
public string GetLocation() {
|
||||
return Spawned.TryGetValue("location", out var location)
|
||||
? location.ToString()
|
||||
: "unknown";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get NPC's current mood
|
||||
/// </summary>
|
||||
public string GetMood() {
|
||||
if (!string.IsNullOrEmpty(CurrentMood))
|
||||
return CurrentMood;
|
||||
return Spawned.TryGetValue("mood", out var mood) ? mood.ToString()
|
||||
: "neutral";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get NPC's stress level
|
||||
/// </summary>
|
||||
public int GetStressLevel() { return StressLevel; }
|
||||
|
||||
/// <summary>
|
||||
/// Get previous mood (before last change)
|
||||
/// </summary>
|
||||
public string GetPreviousMood() { return PreviousMood; }
|
||||
|
||||
/// <summary>
|
||||
/// Get last mood change reason
|
||||
/// </summary>
|
||||
public string GetLastMoodChangeReason() { return LastMoodChangeReason; }
|
||||
|
||||
/// <summary>
|
||||
/// Get last mood change confidence
|
||||
/// </summary>
|
||||
public double GetLastMoodChangeConfidence() {
|
||||
return LastMoodChangeConfidence;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if mood has changed
|
||||
/// </summary>
|
||||
public bool HasMoodChanged() {
|
||||
return !string.IsNullOrEmpty(PreviousMood) && PreviousMood != CurrentMood;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get detailed info string
|
||||
/// </summary>
|
||||
public string GetInfo() {
|
||||
return $"{name} the {profession} (Type {personalityType}) at {GetLocation()}, feeling {GetMood()}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get Enneagram type description
|
||||
/// </summary>
|
||||
public string GetEnneagramDescription() {
|
||||
return personalityType switch {
|
||||
1 => "The Reformer",
|
||||
2 => "The Helper",
|
||||
3 => "The Achiever",
|
||||
4 => "The Individualist",
|
||||
5 => "The Investigator",
|
||||
6 => "The Loyalist",
|
||||
7 => "The Enthusiast",
|
||||
8 => "The Challenger",
|
||||
9 => "The Peacemaker",
|
||||
_ => "Unknown Type"
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert NPC to dictionary for API params
|
||||
/// </summary>
|
||||
public Dictionary<string, object> ToDictionary() {
|
||||
return new Dictionary<string, object> {
|
||||
["npc_id"] = npcId,
|
||||
["universe_id"] = universeId,
|
||||
["seed"] = seed
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save this NPC to the server (persistent storage)
|
||||
/// </summary>
|
||||
public async
|
||||
Task SaveToServerAsync(string customName = "",
|
||||
CancellationToken cancellationToken = default) {
|
||||
var data = new Dictionary<string, object> { ["universe_id"] = universeId,
|
||||
["world_seed"] = seed,
|
||||
["npc_id"] = npcId };
|
||||
|
||||
if (!string.IsNullOrEmpty(customName))
|
||||
data["custom_name"] = customName;
|
||||
|
||||
await _client.RequestAsync<Dictionary<string, object>>(
|
||||
System.Net.Http.HttpMethod.Post, "npc/save", data, null,
|
||||
cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Connect to client's dialogue signals to forward them
|
||||
/// </summary>
|
||||
private void ConnectClientSignals() {
|
||||
if (_client != null) {
|
||||
_client.DialogueReceived += OnClientDialogueReceived;
|
||||
_client.DialogueChunkReceived += OnClientDialogueChunkReceived;
|
||||
_client.DialogueStreamStarted += OnClientDialogueStreamStarted;
|
||||
_client.DialogueStreamEnded += OnClientDialogueStreamEnded;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnClientDialogueReceived(object sender,
|
||||
DialogueReceivedEventArgs e) {
|
||||
// Only emit if this response is for our NPC
|
||||
if (e.Context?.TryGetValue("npc_id", out var npcIdValue) == true) {
|
||||
long npcIdLong = 0;
|
||||
if (npcIdValue is Newtonsoft.Json.Linq.JValue jValue) {
|
||||
npcIdLong = jValue.ToObject<long>();
|
||||
} else {
|
||||
npcIdLong = Convert.ToInt64(npcIdValue);
|
||||
}
|
||||
if (npcIdLong == npcId) {
|
||||
// Update mood data if transition occurred
|
||||
UpdateMoodFromTransition(e.MoodTransition);
|
||||
DialogueReceived?.Invoke(this, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnClientDialogueChunkReceived(object sender, string chunk) {
|
||||
DialogueChunkReceived?.Invoke(this, chunk);
|
||||
}
|
||||
|
||||
private void OnClientDialogueStreamStarted(object sender, EventArgs e) {
|
||||
DialogueStreamStarted?.Invoke(this, e);
|
||||
}
|
||||
|
||||
private void OnClientDialogueStreamEnded(object sender,
|
||||
DialogueStreamEndedEventArgs e) {
|
||||
// Only emit if this response is for our NPC
|
||||
if (e.Context?.TryGetValue("npc_id", out var npcIdValue) == true) {
|
||||
long npcIdLong = 0;
|
||||
if (npcIdValue is Newtonsoft.Json.Linq.JValue jValue) {
|
||||
npcIdLong = jValue.ToObject<long>();
|
||||
} else {
|
||||
npcIdLong = Convert.ToInt64(npcIdValue);
|
||||
}
|
||||
if (npcIdLong == npcId) {
|
||||
// Update mood data if transition occurred
|
||||
UpdateMoodFromTransition(e.MoodTransition);
|
||||
DialogueStreamEnded?.Invoke(this, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update internal mood state from mood transition data
|
||||
/// </summary>
|
||||
private void
|
||||
UpdateMoodFromTransition(Dictionary<string, object> moodTransition) {
|
||||
if (moodTransition == null || moodTransition.Count == 0)
|
||||
return;
|
||||
|
||||
// Store previous mood if we're changing
|
||||
if (moodTransition.TryGetValue("new_mood", out var newMood) &&
|
||||
newMood.ToString() != CurrentMood) {
|
||||
PreviousMood = CurrentMood;
|
||||
CurrentMood = newMood.ToString();
|
||||
}
|
||||
|
||||
// Update stress level
|
||||
if (moodTransition.TryGetValue("stress_level", out var stressLevel)) {
|
||||
if (stressLevel is Newtonsoft.Json.Linq.JValue slJValue) {
|
||||
StressLevel = slJValue.ToObject<int>();
|
||||
} else {
|
||||
StressLevel = Convert.ToInt32(stressLevel);
|
||||
}
|
||||
}
|
||||
|
||||
// Store mood change metadata
|
||||
if (moodTransition.TryGetValue("confidence", out var confidence)) {
|
||||
if (confidence is Newtonsoft.Json.Linq.JValue confJValue) {
|
||||
LastMoodChangeConfidence = confJValue.ToObject<double>();
|
||||
} else {
|
||||
LastMoodChangeConfidence = Convert.ToDouble(confidence);
|
||||
}
|
||||
}
|
||||
if (moodTransition.TryGetValue("reasoning", out var reasoning)) {
|
||||
LastMoodChangeReason = reasoning.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chat manager class - provides the .Chat interface
|
||||
/// </summary>
|
||||
public class NPCChatManager {
|
||||
private readonly NPC _npc;
|
||||
|
||||
public NPCChatManager(NPC npc) { _npc = npc; }
|
||||
|
||||
/// <summary>
|
||||
/// Main chat completion method - matches Python API
|
||||
/// </summary>
|
||||
public async Task<ChatCompletionResponse>
|
||||
CompletionsAsync(List<ChatMessage> messages, double temperature = 0.8,
|
||||
int maxTokens = 2000, bool stream = false,
|
||||
CancellationToken cancellationToken = default) {
|
||||
// Build npc_params with this NPC's context including current mood
|
||||
var npcParams =
|
||||
new Dictionary<string, object> { ["universe_id"] = _npc.universeId,
|
||||
["world_seed"] = _npc.seed,
|
||||
["npc_id"] = _npc.npcId,
|
||||
["current_mood"] = _npc.GetMood(),
|
||||
["stress_level"] =
|
||||
_npc.GetStressLevel() };
|
||||
|
||||
ChatCompletionResponse response;
|
||||
|
||||
if (stream) {
|
||||
// For streaming, we need to handle it differently
|
||||
var tcs = new TaskCompletionSource<ChatCompletionResponse>();
|
||||
string accumulatedContent = "";
|
||||
Dictionary<string, object> lastContext = null;
|
||||
Dictionary<string, object> lastMoodTransition = null;
|
||||
|
||||
await _npc._client.Chat.CompletionsStreamAsync(
|
||||
messages, npcParams, chunk => {
|
||||
if (chunk == null) // Stream ended
|
||||
{
|
||||
// Create a response object with the accumulated content
|
||||
var streamResponse =
|
||||
new ChatCompletionResponse(new Dictionary<string, object> {
|
||||
["choices"] =
|
||||
new List<object> { new Dictionary<string, object> {
|
||||
["message"] = new Dictionary<
|
||||
string, object> { ["role"] = "assistant",
|
||||
["content"] =
|
||||
accumulatedContent }
|
||||
} },
|
||||
["npc_context"] = lastContext,
|
||||
["mood_transition"] = lastMoodTransition
|
||||
});
|
||||
tcs.SetResult(streamResponse);
|
||||
} else {
|
||||
accumulatedContent += chunk;
|
||||
}
|
||||
}, temperature, maxTokens, cancellationToken);
|
||||
|
||||
response = await tcs.Task;
|
||||
} else {
|
||||
response = await _npc._client.Chat.CompletionsAsync(
|
||||
messages, npcParams, temperature, maxTokens, false,
|
||||
cancellationToken);
|
||||
}
|
||||
|
||||
// Update chat history
|
||||
if (response?.Choices?.Count > 0) {
|
||||
// Add user message(s) to history
|
||||
if (messages.Count > 0) {
|
||||
var lastUserMsg = messages[messages.Count - 1];
|
||||
if (lastUserMsg.Role == "user") {
|
||||
_npc.ChatHistory.Add(lastUserMsg);
|
||||
}
|
||||
}
|
||||
|
||||
// Add assistant response to history
|
||||
var choice = response.Choices[0];
|
||||
if (choice.Message != null) {
|
||||
_npc.ChatHistory.Add(
|
||||
new ChatMessage { Role = choice.Message.Role,
|
||||
Content = choice.Message.Content });
|
||||
}
|
||||
}
|
||||
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chat with conversation history - includes all previous messages in this
|
||||
/// session
|
||||
/// </summary>
|
||||
public async Task<ChatCompletionResponse>
|
||||
ChatWithHistoryAsync(string message, double temperature = 0.8,
|
||||
int maxTokens = 2000, bool stream = false,
|
||||
CancellationToken cancellationToken = default) {
|
||||
// Build messages array with history plus new message
|
||||
var messagesWithHistory = new List<ChatMessage>(_npc.ChatHistory);
|
||||
messagesWithHistory.Add(
|
||||
new ChatMessage { Role = "user", Content = message });
|
||||
|
||||
// Use regular completions which will also update history
|
||||
return await CompletionsAsync(messagesWithHistory, temperature, maxTokens,
|
||||
stream, cancellationToken);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Runtime/NPC.cs.meta
Normal file
2
Runtime/NPC.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 66691e15e0986a4a4a18cd94e53c917f
|
||||
215
Samples~/BasicChat/NPCFilteredSpawning.cs
Normal file
215
Samples~/BasicChat/NPCFilteredSpawning.cs
Normal file
|
|
@ -0,0 +1,215 @@
|
|||
#if UNITY_5_3_OR_NEWER
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using GumYum.NPC;
|
||||
using GumYum.NPC.Unity;
|
||||
|
||||
namespace GumYum.NPC.Unity.Examples {
|
||||
/// <summary>
|
||||
/// Example showing filtered NPC spawning and multiple NPCs
|
||||
/// </summary>
|
||||
public class NPCFilteredSpawning : MonoBehaviour {
|
||||
[Header("API Configuration")]
|
||||
[SerializeField]
|
||||
private string apiKey = "your-api-key";
|
||||
[SerializeField]
|
||||
private string apiSecret = "your-api-secret";
|
||||
[SerializeField]
|
||||
private string universeId = "kingdom";
|
||||
[SerializeField]
|
||||
private int worldSeed = 12345;
|
||||
|
||||
[Header("Spawn Settings")]
|
||||
[SerializeField]
|
||||
private string[] professionFilter = { "warrior", "knight", "guard" };
|
||||
[SerializeField]
|
||||
private string[] locationFilter = { "barracks", "castle",
|
||||
"training_grounds" };
|
||||
[SerializeField]
|
||||
private int[] personalityTypeFilter = { 1, 8,
|
||||
6 }; // Reformer, Challenger, Loyalist
|
||||
[SerializeField]
|
||||
private string sexFilter = ""; // "male", "female", or "" for any
|
||||
|
||||
private GumYumUnityClient client;
|
||||
private List<NPC> spawnedNPCs = new List<NPC>();
|
||||
|
||||
void Start() {
|
||||
// Initialize the client
|
||||
client = GumYumUnityClient.Instance;
|
||||
client.SetCredentials(apiKey, apiSecret);
|
||||
|
||||
// Example 1: Spawn filtered NPCs
|
||||
StartCoroutine(SpawnFilteredNPCs());
|
||||
}
|
||||
|
||||
private IEnumerator SpawnFilteredNPCs() {
|
||||
Debug.Log("Spawning filtered NPCs...");
|
||||
|
||||
// Build filter object
|
||||
var filters = new Dictionary<string, object>();
|
||||
|
||||
if (professionFilter.Length > 0)
|
||||
filters["profession"] = professionFilter;
|
||||
|
||||
if (locationFilter.Length > 0)
|
||||
filters["location"] = locationFilter;
|
||||
|
||||
if (personalityTypeFilter.Length > 0)
|
||||
filters["personality_type"] = personalityTypeFilter;
|
||||
|
||||
if (!string.IsNullOrEmpty(sexFilter))
|
||||
filters["sex"] = new[] { sexFilter };
|
||||
|
||||
// Spawn 3 NPCs with filters
|
||||
for (int i = 0; i < 3; i++) {
|
||||
yield return client.SpawnFilteredNPCCoroutine(
|
||||
universeId, worldSeed + i, filters, npc => {
|
||||
if (npc != null) {
|
||||
spawnedNPCs.Add(npc);
|
||||
Debug.Log($"Spawned: {npc.GetInfo()}");
|
||||
|
||||
// Demonstrate mood and stress info
|
||||
Debug.Log(
|
||||
$" - Current mood: {npc.GetMood()}, Stress level: {npc.GetStressLevel()}");
|
||||
|
||||
// Example of saving NPC for later
|
||||
PlayerPrefs.SetString($"SavedNPC_{npc.NpcId}", npc.ToJson());
|
||||
} else {
|
||||
Debug.LogError("Failed to spawn filtered NPC");
|
||||
}
|
||||
});
|
||||
|
||||
yield return new WaitForSeconds(0.5f); // Small delay between spawns
|
||||
}
|
||||
|
||||
// Example 2: Chat with all spawned NPCs
|
||||
yield return new WaitForSeconds(1f);
|
||||
yield return ChatWithAllNPCs(
|
||||
"Hello everyone! How are you all doing today?");
|
||||
|
||||
// Example 3: Demonstrate mood transitions
|
||||
yield return new WaitForSeconds(2f);
|
||||
yield return DemonstrateMoodTransitions();
|
||||
}
|
||||
|
||||
private IEnumerator ChatWithAllNPCs(string message) {
|
||||
Debug.Log($"\nBroadcasting message to all NPCs: \"{message}\"");
|
||||
|
||||
foreach (var npc in spawnedNPCs) {
|
||||
var messages =
|
||||
new List<ChatMessage> { new ChatMessage { Role = "user",
|
||||
Content = message } };
|
||||
|
||||
yield return client.ChatCoroutine(npc, messages, response => {
|
||||
if (response?.Choices?.Count > 0) {
|
||||
var content = response.Choices[0].Message.Content;
|
||||
Debug.Log($"{npc.Name}: {content}");
|
||||
|
||||
// Check for mood changes
|
||||
if (npc.HasMoodChanged()) {
|
||||
Debug.Log(
|
||||
$" [Mood transition: {npc.GetPreviousMood()} → {npc.GetMood()}]");
|
||||
Debug.Log($" [Reason: {npc.GetLastMoodChangeReason()}]");
|
||||
Debug.Log(
|
||||
$" [Confidence: {npc.GetLastMoodChangeConfidence():F2}]");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator DemonstrateMoodTransitions() {
|
||||
Debug.Log("\nDemonstrating mood transitions with different messages...");
|
||||
|
||||
// Messages designed to potentially trigger different moods
|
||||
var moodTriggeringMessages = new[] {
|
||||
"I have terrible news. The kingdom is under attack!",
|
||||
"Great news! We've won the battle and everyone is safe!",
|
||||
"I'm not sure what to do. Everything seems so uncertain.",
|
||||
"You've done an amazing job! The king wants to reward you personally!"
|
||||
};
|
||||
|
||||
foreach (var triggerMessage in moodTriggeringMessages) {
|
||||
Debug.Log($"\nTesting message: \"{triggerMessage}\"");
|
||||
|
||||
// Send to first NPC only for this demo
|
||||
if (spawnedNPCs.Count > 0) {
|
||||
var npc = spawnedNPCs[0];
|
||||
var previousMood = npc.GetMood();
|
||||
var previousStress = npc.GetStressLevel();
|
||||
|
||||
var messages = new List<ChatMessage> {
|
||||
new ChatMessage { Role = "user", Content = triggerMessage }
|
||||
};
|
||||
|
||||
yield return client.ChatCoroutine(npc, messages, response => {
|
||||
if (response?.Choices?.Count > 0) {
|
||||
var content = response.Choices[0].Message.Content;
|
||||
Debug.Log($"{npc.Name}: {content}");
|
||||
|
||||
// Analyze mood change
|
||||
if (npc.GetMood() != previousMood) {
|
||||
Debug.Log($" ✓ Mood changed: {previousMood} → {npc.GetMood()}");
|
||||
} else {
|
||||
Debug.Log($" - Mood unchanged: {npc.GetMood()}");
|
||||
}
|
||||
|
||||
if (npc.GetStressLevel() != previousStress) {
|
||||
Debug.Log(
|
||||
$" ✓ Stress changed: {previousStress} → {npc.GetStressLevel()}");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
yield return new WaitForSeconds(2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Example: Load a previously saved NPC
|
||||
public IEnumerator LoadSavedNPC(int npcId) {
|
||||
string savedJson = PlayerPrefs.GetString($"SavedNPC_{npcId}", "");
|
||||
if (!string.IsNullOrEmpty(savedJson)) {
|
||||
var npc = NPC.FromJson(savedJson, client.Client);
|
||||
Debug.Log($"Loaded saved NPC: {npc.GetInfo()}");
|
||||
|
||||
// You can continue chatting with the loaded NPC
|
||||
yield return ChatWithNPC(npc, "Do you remember our last conversation?");
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ChatWithNPC(NPC npc, string message) {
|
||||
var messages =
|
||||
new List<ChatMessage> { new ChatMessage { Role = "user",
|
||||
Content = message } };
|
||||
|
||||
yield return client.ChatCoroutine(npc, messages, response => {
|
||||
if (response?.Choices?.Count > 0) {
|
||||
Debug.Log($"{npc.Name}: {response.Choices[0].Message.Content}");
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Example: Get all NPCs of a specific mood
|
||||
public List<NPC> GetNPCsByMood(string mood) {
|
||||
return spawnedNPCs.FindAll(npc => npc.GetMood() == mood);
|
||||
}
|
||||
|
||||
// Example: Get stressed NPCs (stress > 7)
|
||||
public List<NPC> GetStressedNPCs() {
|
||||
return spawnedNPCs.FindAll(npc => npc.GetStressLevel() > 7);
|
||||
}
|
||||
|
||||
private void OnDestroy() {
|
||||
// Clean up saved NPCs if needed
|
||||
foreach (var npc in spawnedNPCs) {
|
||||
PlayerPrefs.DeleteKey($"SavedNPC_{npc.NpcId}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
228
Samples~/BasicChat/QuickstartChat.cs
Normal file
228
Samples~/BasicChat/QuickstartChat.cs
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
#if UNITY_5_3_OR_NEWER
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using GumYum.NPC;
|
||||
using GumYum.NPC.Unity;
|
||||
|
||||
namespace GumYum.NPC.Unity.Examples {
|
||||
/// <summary>
|
||||
/// Simple example showing NPC spawning and dialogue
|
||||
/// Attach this to a GameObject in your scene
|
||||
/// </summary>
|
||||
public class QuickstartChat : MonoBehaviour {
|
||||
[Header("API Configuration")]
|
||||
[SerializeField]
|
||||
private string apiKey = "your-api-key";
|
||||
[SerializeField]
|
||||
private string apiSecret = "your-api-secret";
|
||||
[SerializeField]
|
||||
private string universeId = "blade-runner";
|
||||
[SerializeField]
|
||||
private int worldSeed = 42;
|
||||
|
||||
[Header("UI References")]
|
||||
[SerializeField]
|
||||
private Text npcNameText;
|
||||
[SerializeField]
|
||||
private Text npcInfoText;
|
||||
[SerializeField]
|
||||
private InputField userInput;
|
||||
[SerializeField]
|
||||
private Button sendButton;
|
||||
[SerializeField]
|
||||
private Text chatOutput;
|
||||
[SerializeField]
|
||||
private ScrollRect scrollRect;
|
||||
|
||||
[Header("Chat Settings")]
|
||||
[SerializeField]
|
||||
private float temperature = 0.8f;
|
||||
[SerializeField]
|
||||
private int maxTokens = 2000;
|
||||
[SerializeField]
|
||||
private bool useStreamingChat = false;
|
||||
|
||||
private GumYumUnityClient client;
|
||||
private NPC currentNPC;
|
||||
private bool isProcessing = false;
|
||||
|
||||
void Start() {
|
||||
// Initialize the client
|
||||
client = GumYumUnityClient.Instance;
|
||||
client.SetCredentials(apiKey, apiSecret);
|
||||
|
||||
// Setup UI
|
||||
sendButton.onClick.AddListener(OnSendButtonClicked);
|
||||
userInput.onEndEdit.AddListener(OnInputEndEdit);
|
||||
|
||||
// Subscribe to events
|
||||
client.OnCharacterSpawned += OnCharacterSpawned;
|
||||
client.OnDialogueReceived += OnDialogueReceived;
|
||||
client.OnDialogueChunkReceived += OnDialogueChunkReceived;
|
||||
client.OnRequestFailed += OnRequestFailed;
|
||||
|
||||
// Start by spawning an NPC
|
||||
StartCoroutine(SpawnRandomNPC());
|
||||
}
|
||||
|
||||
private IEnumerator SpawnRandomNPC() {
|
||||
UpdateChatOutput("Spawning a random NPC...");
|
||||
|
||||
yield return client.SpawnNPCCoroutine(universeId, worldSeed, null, npc => {
|
||||
if (npc != null) {
|
||||
currentNPC = npc;
|
||||
UpdateNPCInfo();
|
||||
UpdateChatOutput($"\n{npc.Name} has entered the chat!\n");
|
||||
UpdateChatOutput(
|
||||
$"[{npc.GetMood()} mood, stress level: {npc.GetStressLevel()}]\n\n");
|
||||
} else {
|
||||
UpdateChatOutput(
|
||||
"\nFailed to spawn NPC. Check your API credentials.\n");
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private void OnCharacterSpawned(NPC npc) {
|
||||
Debug.Log($"Character spawned: {npc.GetInfo()}");
|
||||
}
|
||||
|
||||
private void OnDialogueReceived(string response,
|
||||
Dictionary<string, object> context,
|
||||
Dictionary<string, object> moodTransition) {
|
||||
if (!useStreamingChat) {
|
||||
UpdateChatOutput($"\n{currentNPC.Name}: {response}\n");
|
||||
|
||||
if (currentNPC.HasMoodChanged()) {
|
||||
UpdateChatOutput(
|
||||
$"[Mood changed from {currentNPC.GetPreviousMood()} to {currentNPC.GetMood()}]\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDialogueChunkReceived(string chunk) {
|
||||
if (useStreamingChat) {
|
||||
UpdateChatOutput(chunk);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnRequestFailed(string endpoint, string error) {
|
||||
Debug.LogError($"Request failed - {endpoint}: {error}");
|
||||
UpdateChatOutput($"\n[Error: {error}]\n");
|
||||
isProcessing = false;
|
||||
}
|
||||
|
||||
private void OnSendButtonClicked() {
|
||||
if (!isProcessing && !string.IsNullOrEmpty(userInput.text) &&
|
||||
currentNPC != null) {
|
||||
SendMessage(userInput.text);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnInputEndEdit(string value) {
|
||||
if (Input.GetKeyDown(KeyCode.Return) ||
|
||||
Input.GetKeyDown(KeyCode.KeypadEnter)) {
|
||||
OnSendButtonClicked();
|
||||
}
|
||||
}
|
||||
|
||||
private void SendMessage(string message) {
|
||||
isProcessing = true;
|
||||
|
||||
// Display user message
|
||||
UpdateChatOutput($"\nYou: {message}\n");
|
||||
|
||||
// Clear input
|
||||
userInput.text = "";
|
||||
userInput.ActivateInputField();
|
||||
|
||||
// Send to NPC
|
||||
if (useStreamingChat) {
|
||||
StartCoroutine(StreamChatWithNPC(message));
|
||||
} else {
|
||||
StartCoroutine(ChatWithNPC(message));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ChatWithNPC(string message) {
|
||||
yield return client.SimpleChatCoroutine(currentNPC, message, response => {
|
||||
isProcessing = false;
|
||||
if (response == null) {
|
||||
UpdateChatOutput("\n[Failed to get response]\n");
|
||||
}
|
||||
UpdateNPCInfo();
|
||||
}, temperature, maxTokens);
|
||||
}
|
||||
|
||||
private IEnumerator StreamChatWithNPC(string message) {
|
||||
UpdateChatOutput($"\n{currentNPC.Name}: ");
|
||||
|
||||
var messages =
|
||||
new List<ChatMessage> { new ChatMessage { Role = "user",
|
||||
Content = message } };
|
||||
|
||||
bool streamComplete = false;
|
||||
string fullResponse = "";
|
||||
|
||||
// Use streaming
|
||||
var task = currentNPC.Chat.CompletionsAsync(messages, temperature,
|
||||
maxTokens, true);
|
||||
|
||||
// Set up streaming event handlers
|
||||
void OnChunk(object sender, string chunk) {
|
||||
fullResponse += chunk;
|
||||
UpdateChatOutput(chunk);
|
||||
}
|
||||
|
||||
void OnStreamEnd(object sender, DialogueStreamEndedEventArgs e) {
|
||||
streamComplete = true;
|
||||
if (currentNPC.HasMoodChanged()) {
|
||||
UpdateChatOutput(
|
||||
$"\n[Mood changed from {currentNPC.GetPreviousMood()} to {currentNPC.GetMood()}]\n");
|
||||
}
|
||||
}
|
||||
|
||||
currentNPC.DialogueChunkReceived += OnChunk;
|
||||
currentNPC.DialogueStreamEnded += OnStreamEnd;
|
||||
|
||||
// Wait for stream to complete
|
||||
yield return new WaitUntil(() => streamComplete || task.IsCompleted);
|
||||
|
||||
// Clean up event handlers
|
||||
currentNPC.DialogueChunkReceived -= OnChunk;
|
||||
currentNPC.DialogueStreamEnded -= OnStreamEnd;
|
||||
|
||||
UpdateChatOutput("\n");
|
||||
UpdateNPCInfo();
|
||||
isProcessing = false;
|
||||
}
|
||||
|
||||
private void UpdateNPCInfo() {
|
||||
if (currentNPC != null) {
|
||||
npcNameText.text = currentNPC.Name;
|
||||
npcInfoText.text =
|
||||
$"{currentNPC.Profession} | Type {currentNPC.PersonalityType} | {currentNPC.GetLocation()}\n" +
|
||||
$"Mood: {currentNPC.GetMood()} | Stress: {currentNPC.GetStressLevel()}";
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateChatOutput(string text) {
|
||||
chatOutput.text += text;
|
||||
|
||||
// Auto-scroll to bottom
|
||||
Canvas.ForceUpdateCanvases();
|
||||
scrollRect.verticalNormalizedPosition = 0f;
|
||||
}
|
||||
|
||||
private void OnDestroy() {
|
||||
if (client != null) {
|
||||
client.OnCharacterSpawned -= OnCharacterSpawned;
|
||||
client.OnDialogueReceived -= OnDialogueReceived;
|
||||
client.OnDialogueChunkReceived -= OnDialogueChunkReceived;
|
||||
client.OnRequestFailed -= OnRequestFailed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
41
package.json
Normal file
41
package.json
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
{
|
||||
"name": "com.gumyum.npc",
|
||||
"version": "1.0.0",
|
||||
"displayName": "GumYum NPC SDK",
|
||||
"description": "AI-powered NPC dialogue system for Unity. Create intelligent, personality-driven NPCs with deterministic spawning and OpenAI-compatible chat completions.",
|
||||
"unity": "2021.3",
|
||||
"unityRelease": "0f1",
|
||||
"documentationUrl": "https://docs.gumyum.com/sdk/unity",
|
||||
"changelogUrl": "https://docs.gumyum.com/sdk/unity/changelog",
|
||||
"licensesUrl": "https://docs.gumyum.com/sdk/unity/licenses",
|
||||
"keywords": [
|
||||
"ai",
|
||||
"npc",
|
||||
"dialogue",
|
||||
"chat",
|
||||
"personality",
|
||||
"gamedev"
|
||||
],
|
||||
"author": {
|
||||
"name": "GumYum",
|
||||
"email": "support@gumyum.com",
|
||||
"url": "https://gumyum.com"
|
||||
},
|
||||
"type": "library",
|
||||
"hideInEditor": false,
|
||||
"dependencies": {
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1"
|
||||
},
|
||||
"samples": [
|
||||
{
|
||||
"displayName": "Basic Chat",
|
||||
"description": "Simple example showing NPC spawning and dialogue with UI",
|
||||
"path": "Samples~/BasicChat"
|
||||
},
|
||||
{
|
||||
"displayName": "Advanced Features",
|
||||
"description": "Filtered spawning, mood transitions, and streaming responses",
|
||||
"path": "Samples~/AdvancedFeatures"
|
||||
}
|
||||
]
|
||||
}
|
||||
7
package.json.meta
Normal file
7
package.json.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9e096617b865976428ea587ebffe6c77
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Add table
Add a link
Reference in a new issue