Example #1
0
    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);
    }