// Update is called once per frame void NewParticipantListener() { participantID.text = ps.GetParticipantAsString(); ps.ConditionFromParticipant(); ParticipantStatus.Condition cond = ps.GetCondition(); cubeset.text = cond.cubeset.ToString(); arrangement.text = cond.catmap.ToString(); }
void PreviousParticipantListener() { if (ps.GetParticipant() > 0) { participantID.text = ps.GetParticipantAsString(); ParticipantStatus.Condition cond = ps.GetCondition(); cubeset.text = cond.cubeset.ToString(); arrangement.text = cond.catmap.ToString(); } }
public DataFarmerObject(string tag) { this.tag = tag; this.timestamp = Time.time; ps = ParticipantStatus.GetInstance(); this.participant = ps.GetParticipant(); this.trial = ps.GetTrial(); this.condition = ps.GetCondition(); this.category = ps.GetCategory(); this.cube = ps.GetCube(); }
public List <CubeTuple> Shuffle(ParticipantStatus.Condition condition) { List <List <ColorShapeRotation> > arr = Cubesets[condition.cubeset][condition.catmap]; CubeTuple[] shuffled = new CubeTuple[arr.Count]; int i = 0; foreach (var c in arr) { shuffled[i] = new CubeTuple(c); i++; } System.Random random = new System.Random(); for (i = 0; i < arr.Count; i++) { var replace = random.Next(arr.Count); var temp = shuffled[replace]; shuffled[replace] = shuffled[i]; shuffled[i] = temp; } return(new List <CubeTuple>(shuffled)); }