void createBatches() { VariableFetcher fetch = VariableFetcher.Get; batches = new TaskBatch[STANDARD_BATCH_COUNT + HYBRID_BATCH_COUNT]; for (int i = START_BATCH; i <= STANDARD_BATCH_COUNT; i++) { int batchNum = i; int batchIndex = batchNum - 1; fetch.GetBool(getImageCheckKey(batchNum), delegate(bool isImages) { string batchName = string.Format("{0}{1}", BATCH_KEY, batchNum); if (isImages) { batches[batchIndex] = new ImageTaskBatch(batchName, processBatch); } else { batches[batchIndex] = new TaskBatch(batchName, processBatch); } // In the Editor the arrays are not full initialized when all batches have been processed // So the post processing callback should run here, to ensure the array has been populated #if UNITY_EDITOR postProcessBatch(); #endif }); } randomBatch = UnityEngine.Random.Range(0, STANDARD_BATCH_COUNT); }
void loadTutorial() { tutorial = new TSTutorial(); VariableFetcher fetcher = VariableFetcher.Get; fetcher.GetInt(TUTORIAL_COUNT, delegate(int count) { tutorial.Init(count); for (int i = 0; i < count; i++) { int currentIndex = i; fetcher.GetString(getTutorialKey(currentIndex), delegate(string message) { tutorial.SetStep(currentIndex, message); if (verboseMode) { Debug.LogFormat("Setting tutorial step {0} to {1}", currentIndex, message); } if (tutorial.TutorialLoaded()) { startTutorial(tutorial.CurrentStep()); if (verboseMode) { Debug.Log("Tutorial is beginning"); } } }); } }); }
public TaskBatch(string batchKey, Action onStimuliFetched) { earlyInit(); this.batchKey = batchKey; this.onStimuliFetched = onStimuliFetched; this.fetcher = VariableFetcher.Get; fetcher.GetValueList(batchKey, getStimuliNames); }
protected override void fetchReferences() { base.fetchReferences(); leftButton.SetText(leftKey.ToString()); rightButton.SetText(rightKey.ToString()); data = TSDataController.Instance; data.SubscribeToGameEnd(handleGameEnd); tutorial = TSTutorialController.Instance; fetcher = VariableFetcher.Get; fetchTunableVariables(); StartCoroutine(waitToSpawn()); }