public void CloseInputWindow() { // update the window state. inputWindow = InputWindowState.Closed; totalWindowTimer -= (inputWindowSeconds - inputWindowTimer); inputWindowTimer = 0f; onInputWindowChanged.Invoke(inputWindow); LogEvent("InputWindowChange"); GameObject balloonChild = balloon.transform.GetChild(0).gameObject; if (balloonChild.activeSelf) { buzz.Play(0); } // store the input decision. urn.SetEntryResult(System.Enum.GetName(typeof(TrialType), trialResult)); CalculateRecogRate(); // Send Decision Data GameDecisionData gameDecisionData = new GameDecisionData(); gameDecisionData.currentFabAlarm = currentFabAlarm; gameDecisionData.decision = trialResult; gameDecision.Invoke(gameDecisionData); LogEvent("GameDecision"); ////Debug.Log("designedInputOrder: " + designedInputOrder.Count); ////Debug.Log("actualInputOrder: " + actualInputOrder.Count); ////Debug.Log("Decision: " + System.Enum.GetName(typeof(InputTypes), currentInputDecision)); //UpdateDesignedInputOrder(); inputIndex++; }