private static BehaviorSequence constructBehaviorSequence(Cue c, Direction d, Action a) { BehaviorSequence sec = new BehaviorSequence(d, c, a); sec.Add(LOOK_BEHAVIOR); switch (c) { case Cue.NO_CUE: sec.Add(NO_CUE_BEHAVIOR); break; case Cue.CUE: sec.Add(CUE_BEHAVIOR); break; } switch (d) { case Direction.RIGHT: switch (a) { case Action.POINT: sec.Add(POINT_RIGHT_BEHAVIOR); break; case Action.PUSH: sec.Add(PUSH_RIGHT_BEHAVIOR); break; } break; case Direction.LEFT: switch (a) { case Action.POINT: sec.Add(POINT_LEFT_BEHAVIOR); break; case Action.PUSH: sec.Add(PUSH_LEFT_BEHAVIOR); break; } break; } return(sec); }
//callback for behavior sequence button event private void BehaviorSequenceHandler(object sender, RoutedEventArgs e) { if (TrialSequence.Count > 0) { currentSequence = TrialSequence.Last(); TrialSequence.RemoveAt(TrialSequence.Count - 1); SequenceButton.Content = "Next Trial (" + TrialSequence.Count + ")"; SequenceButton.IsEnabled = false; RunBehaviorSequence(); } else { MessageBox.Show("All Trials Completed!!.", "Trials Completed"); } }