void ResponsePhase() { if (!e_respCall) { inputGameobjectRef.SetActive(true); // show text input field inputRef.ActivateInputField(); // activate text input field inputRef.text = ""; // set text input field to be blank trialCounterRef.SetActive(true); // show trial counter m_TrialNumber.UpdateTrialNumber(trialNumber, m_ExpSetup.totalTrials); // update trial number Debug.Log("Waiting for subject response..."); e_respCall = true; } // Wait for the subject's response inputRef.Select(); // select text input field if (Input.GetKeyDown(KeyCode.KeypadEnter)) { if (inputRef.text == "") { Debug.Log("input is empty"); } else if (inputRef.text != "") { resp = int.Parse(inputRef.text); // convert string input to int inputRef.DeactivateInputField(); // deactivate text input field inputGameobjectRef.SetActive(false); // hide text input field // store the trial's info into the trialinfo csv m_ResponseData.WriteData(targetColor, targetOrientation, targetApperances, resp); responseDone = true; } } }
void ResponsePhase() { generalTimer += Time.deltaTime; // make sure no extra objects are floating around DestroyExtra("DistractorClone", 0); DestroyExtra("TargetClone", 0); if (!e_respCall) { DestroyClones("DistractorClone"); // destroy central objects (distractors) DestroyClones("TargetClone"); // destroy central objects (targets) DestroyClones("FlickerClone"); // destroy peripheral objects fixationObjectRef.SetActive(false); // hide fixation cross inputGameobjectRef.SetActive(true); // show text input field inputRef.ActivateInputField(); // activate text input field inputRef.text = ""; // set text input field to be blank e_respCall = true; Debug.Log("Waiting for subject response..."); } // Wait for the subject's response inputRef.Select(); // select text input field if (!e_feedbackCall && Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return)) { if (inputRef.text == "") { Debug.Log("input is empty"); } else if (inputRef.text != "") { resp = int.Parse(inputRef.text); // convert string input to int // store the trial's info into the trialinfo csv bool writeDataDone = m_TrialInfoDataConj.WriteData(peripheralDirection, distNumTemp, targetCount, resp, targetApperanceTime); // Make sure data written before moving on if (writeDataDone) { // add number of correct trials numCorrect = numCorrect + m_TrialInfoDataConj.CorrectResponseCalc(targetCount, resp); Debug.Log("Num Trials Correct = " + numCorrect); inputRef.DeactivateInputField(); // deactivate text input field inputGameobjectRef.SetActive(false); // hide text input field if (adjustCoherence) { m_AdjustCoherenceConj.AdjustTargetNum(targetCount, resp, rightDirection, peripheralDirection); feedbackGameobjectRef.SetActive(true); // activate feedback text feedbackRef.text = targetCount.ToString(); // show targetcount as string input } else { feedbackGameobjectRef.SetActive(true); // activate feedback text feedbackRef.text = targetCount.ToString(); // show targetcount as string input } trialNumber++; // increment trial number by one trialCounterRef.SetActive(true); // show trial counter m_TrialNumber.UpdateTrialNumber(trialNumber, m_ExpSetup.totalTrials); // update trial number e_feedbackCall = true; } } } // Wait to move on from feedback if (e_feedbackCall && Input.GetKeyDown(KeyCode.Space) && generalTimer > aftereffectTime) { feedbackGameobjectRef.SetActive(false); // hide feedback trialCounterRef.SetActive(false); // hide trial counter generalTimer = 0; responseDone = true; } }