Alexa.NET.Gadgets
1.3.5
See the version list below for details.
dotnet add package Alexa.NET.Gadgets --version 1.3.5
NuGet\Install-Package Alexa.NET.Gadgets -Version 1.3.5
<PackageReference Include="Alexa.NET.Gadgets" Version="1.3.5" />
paket add Alexa.NET.Gadgets --version 1.3.5
#r "nuget: Alexa.NET.Gadgets, 1.3.5"
// Install Alexa.NET.Gadgets as a Cake Addin #addin nuget:?package=Alexa.NET.Gadgets&version=1.3.5 // Install Alexa.NET.Gadgets as a Cake Tool #tool nuget:?package=Alexa.NET.Gadgets&version=1.3.5
Alexa.NET.Gadgets
A simple skill built to work with the Alexa Gadgets API, using Alexa.NET as the core
Game Controller Support
Set all attached buttons to the same color
A good one to show the user active buttons during roll call
using Alexa.NET.Gadgets.GadgetController
...
response.GadgetColor("0000FF",10000)
which is the same as
var setLight = new SetLightDirective
{
Parameters =
SetLightParameter.Create(
SetLightAnimation.CreateSingle(
AnimationSegment.Create("0000FF", 10000)))
};
response.Response.Directives.Add(setLight);
Set light color of a specific gadget
using Alexa.NET.Gadgets.GadgetController
...
response.GadgetColor("0000FF", new[] { "gadgetid1"}, 10000);
which is the same as
var setLight = new SetLightDirective
{
TargetGadgets = new List<string>{"gadgetid1"},
Parameters =
SetLightParameter.Create(
SetLightAnimation.CreateSingle(
AnimationSegment.Create("0000FF", 10000)))
};
response.Response.Directives.Add(setLight);
Set light with more explicit settings
var setLight = new SetLightDirective
{
TargetGadgets = new List<string> { "gadgetId1", "gadgetId2" },
Parameters = new SetLightParameter
{
TriggerEvent = TriggerEvent.Down,
TriggerEventTimeMilliseconds = 200,
Animations = new List<SetLightAnimation> {
new SetLightAnimation {
Repeat = 1,
TargetLights = new List<int> { 1 },
Sequence = new List<AnimationSegment>
{
new AnimationSegment
{
Blend=false,
DurationMilliseconds = 3000,
Color="0000FF"
}
}
}
}
}
};
skillResponse.Response.Directives.Add(setLight);
Game Engine Support
Add support for GameEngine requests - please this in constructor/startup
new GadgetRequestHandler().AddToRequestConverter();
Roll Call - Ask User to identify buttons
Adds a directive to the response that looks for buttons to be pressed, and assigns them to the list passed in on a first come first served basis (Good to use in combination with a general GadgetColor from GameController to show the user which buttons they can pick from)
using Alexa.NET.Gadgets.GameEngine
...
response.AddRollCall("first", "second");
This is equivalent to:
- A StartInputHandler Directive
- Proxy added for each name passed in
- A timed out event
- A "rollcall complete" event
- A "rollcall complete" recogniser
- A pattern for each name to be pressed down, once, in order.
Roll Call - Find mandatory gadgets used in roll call
When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are pressed down within the time it will return false.
Assuming the previous AddRollCall method was used, this would return a dictionary mapping first → firstGadgetId, second → secondGadgetId
using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
case InputHandlerEventRequest inputHandler:
inputHandler.TryRollCallResult(out Dictionary<string,string> mapping, "first","second");
}
Roll Call - Find optional gadgets used in roll call
When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are passed in, it will return a mapping for those distinct buttons pressed during the time. If the event was neither roll call nor time out, or no event was found, then it will return false.
Assuming the previous AddRollCall method was used, this would return:
- a dictionary mapping first → firstGadgetId, second → secondGadgetId if both buttons were pressed
- a dictionary mapping first → firstGadgetId if one button was pressed within the timeout
- a false result and a null mapping object if the event was neither rollcall nor timeout
using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
case InputHandlerEventRequest inputHandler:
inputHandler.TryRollCallOptionalResult(out Dictionary<string,string> mapping, "first","second");
}
In Game - find out which gadget is pressed down first
Adds a directive which triggers a InputHandlerEventRequest when any of the mentioned buttons is pressed.
The triggered event is given the name passed in (in this case buzzedIn)
using Alexa.NET.Gadgets.GameEngine
...
response.WhenFirstButtonDown(new[] { gadget1, gadget2 }, "buzzedIn", 10000);
this can also be done with a roll call result:
using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
case InputHandlerEventRequest inputHandler:
if(inputHandler.TryRollCallOptionalResult(out Dictionary<string,string> mapping, "first","second"))
{
response.WhenFirstButtonDown(mapping, "buzzedIn", 10000);
}
}
In Game - find out which gadget pressed first
When an InputHandlerEventRequest is identified, this will see if the named event is found and what the gadget that triggered it was
using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
case InputHandlerEventRequest inputHandler:
if(inputHandler.TryMapEventGadget("buzzedIn", out var gadgetId))
{
//Perform logic based on who buzzed in
}
}
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp1.0 was computed. netcoreapp1.1 was computed. netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard1.6 is compatible. netstandard2.0 was computed. netstandard2.1 was computed. |
.NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen30 was computed. tizen40 was computed. tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 1.6
- Alexa.NET (>= 1.5.1)
- NETStandard.Library (>= 1.6.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
1.6.0 | 6,798 | 1/16/2020 |
1.5.1 | 532 | 12/21/2019 |
1.5.0 | 587 | 8/20/2019 |
1.4.0 | 597 | 8/10/2019 |
1.3.5 | 1,154 | 4/25/2018 |
1.3.1 | 1,004 | 4/24/2018 |
1.2.3 | 980 | 4/11/2018 |
1.2.2 | 980 | 4/10/2018 |
1.2.1 | 1,194 | 4/8/2018 |
1.1.13 | 1,179 | 4/8/2018 |
1.1.9 | 1,180 | 4/7/2018 |
1.1.2 | 1,125 | 4/5/2018 |
1.0.2 | 1,042 | 4/4/2018 |
1.0.1 | 1,009 | 4/4/2018 |
0.1.20-pre | 891 | 3/26/2018 |
0.1.15-pre | 906 | 1/4/2018 |
0.1.12-pre | 883 | 12/29/2017 |
0.1.11-pre | 978 | 12/27/2017 |
0.1.9-pre | 977 | 12/27/2017 |
0.1.8-pre | 877 | 12/26/2017 |
Fixed helper methods for "first button down" scenario (such as buzzing in for a question)
Add helper methods to match gadgetIds with triggered events (finding out which gadget buzzed in first)