// Update is called once per frame void Update() { switch (currState) { case GameState_Enum.STATE_CIRCLESHOWING: StateFunc.CircleShowing(); break; case GameState_Enum.STATE_INCIRCLE: StateFunc.InCircle(); break; case GameState_Enum.STATE_OUTCIRCLE: StateFunc.OutCircle(); break; case GameState_Enum.STATE_TRIALSUCCEED: StateFunc.TaskSucceed(); break; case GameState_Enum.STATE_TRIALFAIL: StateFunc.TaskFail(); break; case GameState_Enum.STATE_BREAK: StateFunc.Break(); break; case GameState_Enum.STATE_NULL: break; } }
// Update is called once per frame void Update() { if (EMG.IsConnected()) { EMG.Update(); } switch (currState) { case GameState_Enum.STATE_CMD2ROBOT: StateFunc.Cmd2Robot(); break; case GameState_Enum.STATE_MOVE2START: StateFunc.Move2Start(); break; case GameState_Enum.STATE_TRIALSTART: StateFunc.TrialStart(); break; case GameState_Enum.STATE_INCIRCLE: StateFunc.InCircle(); break; case GameState_Enum.STATE_OUTCIRCLE: StateFunc.OutCircle(); break; case GameState_Enum.STATE_TRIALSUCCEED: StateFunc.TaskSucceed(); break; case GameState_Enum.STATE_BREAK: StateFunc.Break(); break; case GameState_Enum.STATE_BLOCKSET: StateFunc.BlockSet(); break; case GameState_Enum.NULL: break; } }