Esempio n. 1
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 private void AddTrainingEmotivObjectMovement(Action movement, Emotiv.EdkDll.IEE_MentalCommandAction_t command)
 {
     ActionManager.Instance.updateActionsVorticesEmotivConfig.Add(() =>
                                                                  ActionManager.Instance.ActionPairing(
                                                                      ActionManager.Instance.ActionConditionEmotiv(command),
                                                                      movement));
 }
Esempio n. 2
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 private void AddTrainingEmotivLights(GameObject light, Emotiv.EdkDll.IEE_MentalCommandAction_t command)
 {
     ActionManager.Instance.updateActionsVorticesEmotivConfig.Add(() =>
                                                                  ActionManager.Instance.ActionPairing(
                                                                      ActionManager.Instance.ActionConditionEmotiv(command),
                                                                      light.GetComponent <ChangeColor>().ChangeGreen,
                                                                      light.GetComponent <ChangeColor>().ChangeRed));
 }
Esempio n. 3
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    void AddAction(int index, Emotiv.EdkDll.IEE_MentalCommandAction_t key)
    {
        //if the index is 0 it means the action is null, so no need to add it to the update.
        if (actionIndexMental[index] == 0)
        {
            return;
        }

        ActionManager.Instance.updateActionArrayList.Add(() => ActionManager.Instance.ActionPairing(
                                                             ActionManager.Instance.ActionConditionEmotiv(key, ticksIndex[index], mistakesIndex[index], commandTriggerLevelIndex[index]), //condicion bool
                                                             ActionManager.Instance.currentActionList[actionIndexMental[index]])                                                          //accion que se ejecuta
                                                         );

        PrintAddedAction(mentalCommandName[index], actionIndexMental[index], " ticks: " + ticksIndex[index] + " mistakes: " + mistakesIndex[index] + " triggerLevel: " + commandTriggerLevelIndex[index]);
    }