public override bool IncrementStep() { targets[currentStep].SetActive(false); switch (currentStep) { // If the user enters the home, start tracking time case 1: ctrler.StartTimer(); ctrler.CursorController.SetMovementType(reachType[2]); // Start green timer bar timerIndicator.BeginTimer(); if (trial.settings.GetString("per_block_type") == "nocursor") { ctrler.CursorController.SetCursorVisibility(false); } // Add trackers: current hand position, cursor position ctrler.AddTrackedObject("hand_path", ctrler.Session.CurrentTrial.settings.GetString("per_block_hand") == "l" ? ctrler.CursorController.LeftHand : ctrler.CursorController.RightHand); ctrler.AddTrackedObject("cursor_path", ctrler.CursorController.gameObject); break; case 2: if (trackScore && timerIndicator.Timer > 0) { ctrler.Score++; } break; } base.IncrementStep(); if (!finished) { // if current step is home step and there is a water animation in the scene, it sets the home ball to innactive if (currentStep == 1) { targets[1].SetActive(false); } else { targets[currentStep].SetActive(true); } } return(finished); }