IEnumerator ChangePosition() { GameObject emptyObject = GameObject.Find("dataSaver"); dataSaver dataSaver = emptyObject.GetComponent <dataSaver> (); int columnInHistogram = dataSaver.columnInHistogram; LSL_BCI_Input lslScript = dataSaver.getLslScript(); lslScript.setMarker("score_score_" + columnInHistogram.ToString()); float x_position = this.right_column_x_position - this.distance_between_columns * (this.highest_column_index - columnInHistogram); Vector3 vec = new Vector3(x_position, this.y_position_for_x_marker, this.z_position_for_x_marker); transform.localPosition = vec; yield return(new WaitForSeconds(9)); int blockIndex = dataSaver.currentBlockIndex - 1; if (blockIndex == dataSaver.halfConditionIndex || blockIndex == dataSaver.fullConditionIndex) { SceneManager.LoadScene("stress_evaluation"); } else { SceneManager.LoadScene("Instructions"); } }
void Start() { GameObject emptyObject = GameObject.Find("dataSaver"); dataSaverScript = emptyObject.GetComponent <dataSaver> (); this.lslScript = dataSaverScript.getLslScript(); if (dataSaverScript.getIsLastPractice()) { timeLimit = int.MaxValue; } currentItemIndex = 0; // Find sliders objects and initialize their methods sliderUnpleasentObj = GameObject.Find("Slider_unPleasent"); sliderStressObj = GameObject.Find("Slider_stress"); sliderUnpleasentComponent = sliderUnpleasentObj.GetComponent <Slider> (); sliderStressComponent = sliderStressObj.GetComponent <Slider> (); sliderStressComponent.onValueChanged.AddListener(delegate { stressValueChanged(); }); sliderUnpleasentComponent.onValueChanged.AddListener(delegate { unpleasentValueChanged(); }); items = new Slider[] { sliderStressComponent, sliderUnpleasentComponent }; // paint in green the active slider (the first one), and the rest in black int index = 0; for (index = 0; index < items.Length; index++) { UnityEngine.UI.Image[] images = items [index].GetComponentsInChildren <UnityEngine.UI.Image> (); for (int i = 0; i < images.Length; i++) { if (images [i].name == "Background") { if (index == 0) { images [i].color = Color.green; } else { images [i].color = Color.black; } } } } this.lslScript.setMarker("eval_start_1_stress_1"); this.startTime = Time.time; }
void Start() { GameObject stressCanvas = GameObject.Find("Canvas_stress"); if (stressCanvas) { stressCanvas.SetActive(false); } GameObject emptyObject = GameObject.Find("dataSaver"); dataSaverScript = emptyObject.GetComponent <dataSaver> (); if (dataSaverScript.getIsLastPractice()) { timeLimit = int.MaxValue; } this.lslScript = dataSaverScript.getLslScript(); currentItemIndex = 0; findAllObjects(); findAllComponents(); this.sliderTemporalComponent.onValueChanged.AddListener(delegate { temporalValueChanged(); }); this.sliderPhysicalComponent.onValueChanged.AddListener(delegate { physicalValueChanged(); }); this.sliderMentalComponent.onValueChanged.AddListener(delegate { mentalValueChanged(); }); this.sliderEffortComponent.onValueChanged.AddListener(delegate { effortValueChanged(); }); this.sliderFrustrationComponent.onValueChanged.AddListener(delegate { frustrationValueChanged(); }); this.sliderPerformanceComponent.onValueChanged.AddListener(delegate { performaceValueChanged(); }); // paint in green the active slider (the first one), and the rest in black items = new Slider[] { sliderMentalComponent, sliderPhysicalComponent, sliderTemporalComponent, sliderPerformanceComponent, sliderEffortComponent, sliderFrustrationComponent }; int index = 0; for (index = 0; index < items.Length; index++) { UnityEngine.UI.Image[] images = items [index].GetComponentsInChildren <UnityEngine.UI.Image> (); for (int i = 0; i < images.Length; i++) { if (images [i].name == "Background") { if (index == 0) { images [i].color = Color.green; } else { images [i].color = Color.black; } } } } this.lslScript.setMarker("eval_start_1_load_1"); this.startTime = Time.time; }