void SplitforceInitialised(bool isFailed, Hashtable additionalData) { var _didInit = !isFailed; // You can check if everything is correct if (isFailed) { Debug.Log("SPLITFORCE: Init FAILED" + additionalData.ToString(), gameObject); } else { Debug.Log("SPLITFORCE: Init SUCCESS", gameObject); } // Experiment GamePhysics UnitySplitForce.SFVariation v = UnitySplitForce.SFManager.Instance.initExperiment("GamePhysics"); if (v != null) { this.birdColor = v.VariationData("color").DataToColor32(); this.gravity = v.VariationData("gravity").DataToFloat(gravity); this.jump = v.VariationData("jump").DataToFloat(jump); this.gapPipe = v.VariationData("gap pipe").DataToFloat(gapPipe); Debug.Log("Setting SF stuff (color: " + this.birdColor + ")"); } GenerateWorld world = camera.GetComponent <GenerateWorld> (); world.gapPipe = this.gapPipe; world.maintenance(this.transform.position.x); this.renderer.material.color = this.birdColor; // Experiment #2 string buttonText = "Default Text"; UnitySplitForce.SFVariation b = UnitySplitForce.SFManager.Instance.initExperiment("Experiment #2"); if (b != null) { this.buttonText = b.VariationData("Button Text").DataToString(); } }
void OnTriggerEnter(Collider other) { isDead = true; UnitySplitForce.SFVariation v = UnitySplitForce.SFManager.Instance.getExperiment("GamePhysics"); Debug.Log("Dead :("); if (v != null) { Debug.Log("Sending Goals"); v.trackGoal("Ping"); v.trackTime("Average Session"); v.trackQuantifiedGoal("Average Score", int.Parse(scoreLabel.text)); v.endVariation(); } }