[Add] Synaptic AI Pro
https://assetstore.unity.com/packages/tools/generative-ai/synaptic-ai-pro-natural-language-control-for-unity-336030
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// ===== AIコンテキスト管理システム =====
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class ContextManager {
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constructor() {
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this.conversationHistory = [];
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this.projectState = {
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currentProject: null,
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tasks: [],
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completedTasks: [],
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pendingTasks: [],
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unityState: {},
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createdObjects: [],
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modifiedObjects: []
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};
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this.conditionalFlows = new Map();
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this.userPreferences = this.loadUserPreferences();
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this.lastActions = [];
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this.dependencies = new Map();
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this.maxHistorySize = 100;
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}
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// 会話履歴の追加
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addToHistory(entry) {
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this.conversationHistory.push({
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timestamp: new Date(),
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...entry
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});
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// 最大サイズを超えたら古いものを削除
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if (this.conversationHistory.length > this.maxHistorySize) {
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this.conversationHistory = this.conversationHistory.slice(-this.maxHistorySize);
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}
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}
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// コンテキストから意図を推測
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inferIntent(message) {
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const lowerMessage = message.toLowerCase();
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const lastAction = this.lastActions[this.lastActions.length - 1];
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// 条件分岐パターン
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const conditionalPatterns = [
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{ pattern: /もし(.+)なら(.+)/i, type: 'if_then' },
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{ pattern: /(.+)の場合は(.+)/i, type: 'when_then' },
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{ pattern: /(.+)かどうか/i, type: 'check_condition' },
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{ pattern: /(.+)または(.+)/i, type: 'or_condition' },
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{ pattern: /(.+)かつ(.+)/i, type: 'and_condition' }
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];
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// 続きの操作パターン
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const continuationPatterns = [
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{ pattern: /次に|それから|その後/i, type: 'sequence' },
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{ pattern: /同じ|もう一つ|さらに/i, type: 'repeat' },
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{ pattern: /代わりに|ではなく/i, type: 'alternative' },
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{ pattern: /全部|すべて|まとめて/i, type: 'batch' }
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];
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// パターンマッチング
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for (const { pattern, type } of conditionalPatterns) {
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const match = message.match(pattern);
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if (match) {
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return { type, match, context: this.getRelevantContext() };
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}
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}
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for (const { pattern, type } of continuationPatterns) {
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if (pattern.test(message)) {
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return { type, lastAction, context: this.getRelevantContext() };
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}
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}
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// デフォルトの意図推測
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return this.inferFromContext(message);
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}
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// コンテキストベースの意図推測
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inferFromContext(message) {
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const intent = {
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type: 'direct',
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confidence: 0.5,
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suggestedActions: []
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};
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// 現在のプロジェクト状態を考慮
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if (this.projectState.pendingTasks.length > 0) {
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intent.suggestedActions.push({
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action: 'continue_tasks',
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tasks: this.projectState.pendingTasks.slice(0, 3)
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});
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intent.confidence += 0.2;
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}
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// 最近の操作パターンを考慮
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const recentPatterns = this.analyzeRecentActions();
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if (recentPatterns.repeatingPattern) {
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intent.suggestedActions.push({
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action: 'repeat_pattern',
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pattern: recentPatterns.pattern
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});
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intent.confidence += 0.15;
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}
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// ユーザーの好みを考慮
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const preferences = this.matchUserPreferences(message);
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if (preferences.length > 0) {
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intent.preferences = preferences;
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intent.confidence += 0.15;
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}
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return intent;
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}
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// 条件分岐フローの作成
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createConditionalFlow(condition, trueActions, falseActions = []) {
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const flowId = `flow_${Date.now()}`;
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this.conditionalFlows.set(flowId, {
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condition,
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trueActions,
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falseActions,
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executed: false,
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result: null
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});
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return flowId;
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}
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// 条件の評価
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async evaluateCondition(condition, unityState) {
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// シンプルな条件評価
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if (condition.type === 'object_exists') {
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return unityState.gameObjects?.some(obj => obj.name === condition.objectName);
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}
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if (condition.type === 'property_check') {
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const obj = unityState.gameObjects?.find(o => o.name === condition.objectName);
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if (obj && condition.property in obj) {
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return obj[condition.property] === condition.value;
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}
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}
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if (condition.type === 'scene_check') {
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return unityState.activeScene === condition.sceneName;
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}
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// より複雑な条件は Unity 側で評価
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return false;
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}
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// 最近の操作パターン分析
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analyzeRecentActions() {
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if (this.lastActions.length < 3) {
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return { repeatingPattern: false };
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}
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// 繰り返しパターンの検出
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const recentActions = this.lastActions.slice(-5);
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const patterns = {};
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for (let i = 0; i < recentActions.length - 1; i++) {
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const pattern = `${recentActions[i].type}_${recentActions[i + 1].type}`;
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patterns[pattern] = (patterns[pattern] || 0) + 1;
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}
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// 最も頻繁なパターンを見つける
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const mostFrequent = Object.entries(patterns)
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.sort(([, a], [, b]) => b - a)[0];
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if (mostFrequent && mostFrequent[1] >= 2) {
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return {
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repeatingPattern: true,
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pattern: mostFrequent[0],
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frequency: mostFrequent[1]
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};
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}
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return { repeatingPattern: false };
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}
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// ユーザーの好みをマッチング
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matchUserPreferences(message) {
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const preferences = [];
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const lowerMessage = message.toLowerCase();
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// 色の好み
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if (this.userPreferences.favoriteColors) {
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for (const color of this.userPreferences.favoriteColors) {
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if (lowerMessage.includes(color)) {
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preferences.push({ type: 'color', value: color });
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}
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}
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}
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// UIレイアウトの好み
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if (this.userPreferences.uiLayout && lowerMessage.includes('ui')) {
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preferences.push({
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type: 'ui_layout',
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value: this.userPreferences.uiLayout
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});
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}
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// 命名規則の好み
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if (this.userPreferences.namingConvention) {
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preferences.push({
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type: 'naming',
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value: this.userPreferences.namingConvention
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});
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}
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return preferences;
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}
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// タスク間の依存関係を設定
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setDependency(taskId, dependsOn) {
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if (!this.dependencies.has(taskId)) {
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this.dependencies.set(taskId, []);
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}
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this.dependencies.get(taskId).push(dependsOn);
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}
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// 実行可能なタスクを取得
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getExecutableTasks() {
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const completed = new Set(this.projectState.completedTasks.map(t => t.id));
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const executable = [];
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for (const task of this.projectState.pendingTasks) {
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const deps = this.dependencies.get(task.id) || [];
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if (deps.every(dep => completed.has(dep))) {
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executable.push(task);
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}
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}
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return executable;
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}
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// プロジェクト状態の更新
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updateProjectState(update) {
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Object.assign(this.projectState, update);
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// Unity状態の同期
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if (update.unityState) {
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this.projectState.unityState = {
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...this.projectState.unityState,
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...update.unityState
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};
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}
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}
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// アクションの記録
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recordAction(action) {
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this.lastActions.push({
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...action,
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timestamp: new Date()
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});
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// 最大20アクションまで保持
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if (this.lastActions.length > 20) {
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this.lastActions = this.lastActions.slice(-20);
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}
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}
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// ユーザー設定の読み込み
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loadUserPreferences() {
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// 実際にはファイルやDBから読み込む
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return {
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favoriteColors: ['blue', 'green', 'purple'],
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uiLayout: 'center',
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namingConvention: 'camelCase',
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defaultMaterial: 'Standard',
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preferredUnits: 'meters'
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};
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}
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// 関連するコンテキストを取得
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getRelevantContext() {
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return {
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recentObjects: this.projectState.createdObjects.slice(-5),
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pendingTasks: this.projectState.pendingTasks.slice(0, 5),
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lastActions: this.lastActions.slice(-3),
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currentScene: this.projectState.unityState.activeScene
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};
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}
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// コンテキストのサマリーを生成
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generateContextSummary() {
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const summary = {
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projectName: this.projectState.currentProject?.name || 'Unnamed Project',
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totalTasks: this.projectState.tasks.length,
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completedTasks: this.projectState.completedTasks.length,
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pendingTasks: this.projectState.pendingTasks.length,
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createdObjects: this.projectState.createdObjects.length,
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recentActions: this.lastActions.slice(-5).map(a => a.type),
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activeFlows: this.conditionalFlows.size
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};
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return summary;
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}
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// コンテキストのクリア
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clearContext() {
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this.conversationHistory = [];
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this.projectState = {
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currentProject: null,
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tasks: [],
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completedTasks: [],
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pendingTasks: [],
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unityState: {},
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createdObjects: [],
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modifiedObjects: []
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};
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this.conditionalFlows.clear();
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this.lastActions = [];
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this.dependencies.clear();
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}
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}
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// シングルトンインスタンス
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export const contextManager = new ContextManager();
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// ヘルパー関数
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export function analyzeUserIntent(message, sendUnityCommand) {
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const intent = contextManager.inferIntent(message);
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// 条件分岐の処理
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if (intent.type === 'if_then') {
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const [, condition, action] = intent.match;
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return {
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type: 'conditional',
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condition: parseCondition(condition),
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action: parseAction(action),
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execute: async () => {
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const state = await sendUnityCommand('get_scene_info', {});
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const result = await contextManager.evaluateCondition(
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parseCondition(condition),
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state
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);
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if (result) {
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return await executeAction(parseAction(action), sendUnityCommand);
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}
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return 'Condition not met';
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}
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};
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}
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// 連続操作の処理
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if (intent.type === 'sequence') {
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return {
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type: 'sequence',
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previousAction: intent.lastAction,
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suggestedNext: getNextInSequence(intent.lastAction),
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execute: async () => {
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const next = getNextInSequence(intent.lastAction);
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if (next) {
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return await executeAction(next, sendUnityCommand);
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}
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return 'No next action in sequence';
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}
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};
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}
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// デフォルト処理
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return {
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type: 'direct',
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intent,
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execute: async () => {
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return await processDirectCommand(message, sendUnityCommand);
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}
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};
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}
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// 条件のパース
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function parseCondition(conditionText) {
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// シンプルな条件パース実装
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if (conditionText.includes('存在')) {
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const match = conditionText.match(/(.+)が存在/);
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if (match) {
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return {
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type: 'object_exists',
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objectName: match[1].trim()
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};
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}
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}
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return { type: 'unknown', text: conditionText };
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}
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// アクションのパース
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function parseAction(actionText) {
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// シンプルなアクションパース実装
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return {
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type: 'parsed_action',
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text: actionText,
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commands: extractCommands(actionText)
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};
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}
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// コマンド抽出
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function extractCommands(text) {
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const commands = [];
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// 作成系コマンド
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if (text.includes('作成') || text.includes('作る')) {
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commands.push({ type: 'create', text });
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}
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// 移動系コマンド
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if (text.includes('移動') || text.includes('動かす')) {
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commands.push({ type: 'move', text });
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}
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// 変更系コマンド
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if (text.includes('変更') || text.includes('変える')) {
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commands.push({ type: 'modify', text });
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}
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return commands;
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}
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// アクション実行
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async function executeAction(action, sendUnityCommand) {
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// アクションタイプに基づいて適切なUnityコマンドを実行
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for (const command of action.commands) {
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switch (command.type) {
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case 'create':
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await sendUnityCommand('create_gameobject', {
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name: 'NewObject',
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description: command.text
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});
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break;
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case 'move':
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// 移動コマンドの実装
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break;
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case 'modify':
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// 変更コマンドの実装
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break;
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}
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}
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return `Executed ${action.commands.length} commands`;
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}
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// 直接コマンドの処理
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async function processDirectCommand(message, sendUnityCommand) {
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// 既存のコマンド処理ロジック
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return 'Direct command processed';
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}
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// シーケンスの次のアクション取得
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function getNextInSequence(lastAction) {
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// シーケンスパターンの定義
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const sequences = {
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'create_ui_button': { next: 'add_button_script', type: 'enhance' },
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'create_gameobject': { next: 'add_component', type: 'enhance' },
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'create_material': { next: 'assign_material', type: 'apply' }
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};
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if (lastAction && sequences[lastAction.type]) {
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return sequences[lastAction.type];
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}
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return null;
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}
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Block a user