Example #1
0
    public void CloseInputWindow()
    {
        // update the window state.
        inputWindow       = InputWindowState.Closed;
        totalWindowTimer -= (inputWindowSeconds - inputWindowTimer);
        inputWindowTimer  = 0f;
        onInputWindowChanged.Invoke(inputWindow);
        LogEvent("InputWindowChange");
        GameObject balloonChild = balloon.transform.GetChild(0).gameObject;

        if (balloonChild.activeSelf)
        {
            buzz.Play(0);
        }

        // store the input decision.
        urn.SetEntryResult(System.Enum.GetName(typeof(TrialType), trialResult));

        CalculateRecogRate();
        // Send Decision Data
        GameDecisionData gameDecisionData = new GameDecisionData();

        gameDecisionData.currentFabAlarm = currentFabAlarm;
        gameDecisionData.decision        = trialResult;
        gameDecision.Invoke(gameDecisionData);
        LogEvent("GameDecision");
        ////Debug.Log("designedInputOrder: " + designedInputOrder.Count);
        ////Debug.Log("actualInputOrder: " + actualInputOrder.Count);
        ////Debug.Log("Decision: " + System.Enum.GetName(typeof(InputTypes), currentInputDecision));
        //UpdateDesignedInputOrder();
        inputIndex++;
    }
Example #2
0
 public void onGameDecision(GameDecisionData decisionData)
 {
     if (decisionData.decision == TrialType.AccInput)
     {
         ActivateSuccessFeedback();
         //Debug.Log("Showing Feedback from Real Input.");
     }
     else if (decisionData.decision == TrialType.FabInput)
     {
         ActivateSuccessFeedback();
         //Debug.Log("Showing Feedback from Fabricated Input.");
     }
     else
     {
         StartCoroutine("Wrong");
     }
 }
Example #3
0
 public void onGameDecision(GameDecisionData decisionData)
 {
     if (decisionData.decision == InputTypes.AcceptAllInput)
     {
         Jump();
         Debug.Log("Showing Feedback from Real Input.");
     }
     else if (decisionData.decision == InputTypes.FabInput)
     {
         Jump();
         Debug.Log("Showing Feedback from Fabricated Input.");
     }
     else
     {
         Debug.Log("No Feedback.");
     }
 }
 public void OnGameDecision(GameDecisionData decisionData)
 {
     if (decisionData.decision == InputTypes.AcceptAllInput)
     {
         audioSource.PlayOneShot(correctSound, 0.75f);
         soundState = SoundState.CorrectSound;
     }
     else if (decisionData.decision == InputTypes.FabInput)
     {
         audioSource.PlayOneShot(correctSound, 0.75f);
         soundState = SoundState.CorrectSound;
     }
     else
     {
         soundState = SoundState.RejectSound;
         audioSource.PlayOneShot(wrongSound, 1f);
         soundState = SoundState.None;
     }
 }
Example #5
0
    public void CloseInputWindow()
    {
        // update the window state.
        inputWindowOpen = false;
        //Debug.Log("Input window closed");

        inputWindow      = InputWindowState.Closed;
        inputWindowTimer = 0f;
        onInputWindowChanged.Invoke(inputWindow);
        LogEvent("InputWindowChange");

        // store the input decision.
        actualInputOrder.Add(currentInputDecision);

        CalculateRecogRate();
        // Send Decision Data
        GameDecisionData gameDecisionData = new GameDecisionData();

        gameDecisionData.currentRecogRate = actualRecognitionRate;
        gameDecisionData.currentFabRate   = actualRecognitionRate;
        gameDecisionData.currentFabAlarm  = currentFabAlarm;
        gameDecisionData.decision         = currentInputDecision;
        gameDecision.Invoke(gameDecisionData);
        LogEvent("GameDecision");
        Debug.Log("designedInputOrder: " + designedInputOrder.Count);
        Debug.Log("actualInputOrder: " + actualInputOrder.Count);
        Debug.Log("Decision: " + System.Enum.GetName(typeof(InputTypes), currentInputDecision));
        UpdateDesignedInputOrder();


        int startPolicyReviewTrial = (int)Math.Floor((trials * startPolicyReview));

        if (actualInputOrder.Count >= startPolicyReviewTrial)
        {
            //ReviewPolicy();
        }

        // update Game Policy
        GamePolicyData gamePolData = new GamePolicyData();

        gamePolData.gamePolicy = gamePolicy;
        onGamePolicyChanged.Invoke(gamePolData);
    }