Esempio n. 1
0
    public void SetFacialExpressionConfigMenuValues()
    {
        int facial = facialExpresionDropdown.value;

        facialExpresionActionsDropdown.value = ActionManager.Instance.GetMappedActionIndex(interfaceName, facialExpresionName[facial]);

        SetTriggerValues(GLPlayerPrefs.GetFloat(Scope, "Emotiv" + facialExpresionName[facial] + "TriggerLevel") * 10, facialExpressionTriggerLevel, facialExpressionTriggerNumber);

        facialExpresionActionsDropdown.RefreshShownValue();
    }
Esempio n. 2
0
    public void SetDbGesturesConfigMenuValues()
    {
        int gesture = dbGestureDropdown.value;

        dbGestureActionsDropdown.value = ActionManager.Instance.GetMappedActionIndex(interfaceName, dbGesturesName[gesture]);

        SetTriggerValues(GLPlayerPrefs.GetFloat(Scope, interfaceName + dbGesturesName[gesture] + "TriggerLevel") * 10, triggerLevelValue, triggerLevelText);
        SetTriggerValues(GLPlayerPrefs.GetFloat(Scope, interfaceName + dbGesturesName[gesture] + "UntriggerLevel") * 10, untriggerLevelValue, untriggerLevelText);

        dbGestureActionsDropdown.RefreshShownValue();
    }
Esempio n. 3
0
    public void SetMentalCommandConfigMenuValues()
    {
        int command = mentalCommandDropdown.value;

        mentalCommandActionsDropdow.value = ActionManager.Instance.GetMappedActionIndex(interfaceName, mentalCommandName[command]);

        SetTriggerValues(GLPlayerPrefs.GetInt(Scope, interfaceName + mentalCommandName[command] + "CommandTicks"), mentalCommandSensibilityValue, mentalCommandSensibilityText);
        SetTriggerValues(GLPlayerPrefs.GetInt(Scope, interfaceName + mentalCommandName[command] + "CommandMistakes"), mentalCommandMistakeValue, mentalCommandMistakeText);
        SetTriggerValues(GLPlayerPrefs.GetFloat(Scope, interfaceName + mentalCommandName[command] + "CommandTriggerLevel") * 10, mentalCommandTriggerLevel, mentalCommandTriggerNumber);

        mentalCommandActionsDropdow.RefreshShownValue();
    }
Esempio n. 4
0
    public void LoadActions()
    {
        string Scope = ProfileManager.Instance.currentEvaluationScope;

        //Obtaining action index
        actionIndexMental = new int[mentalCommandName.Length];
        actionIndexFacial = new int[facialExpresionName.Length];

        for (int i = 0; i < mentalCommandName.Length; i++)
        {
            actionIndexMental[i] = ActionManager.Instance.GetMappedActionIndex(interfaceName, mentalCommandName[i]);
        }

        for (int i = 0; i < facialExpresionName.Length; i++)
        {
            actionIndexFacial[i] = ActionManager.Instance.GetMappedActionIndex(interfaceName, facialExpresionName[i]);
        }

        //Obtaining mental commands ticks, mistakes and trigger level
        ticksIndex               = new int[mentalCommandName.Length];
        mistakesIndex            = new int[mentalCommandName.Length];
        commandTriggerLevelIndex = new float[mentalCommandName.Length];

        for (int i = 0; i < mentalCommandName.Length; i++)
        {
            ticksIndex[i]               = GLPlayerPrefs.GetInt(Scope, interfaceName + mentalCommandName[i] + "CommandTicks");
            mistakesIndex[i]            = GLPlayerPrefs.GetInt(Scope, interfaceName + mentalCommandName[i] + "CommandMistakes");
            commandTriggerLevelIndex[i] = GLPlayerPrefs.GetFloat(Scope, interfaceName + mentalCommandName[i] + "CommandTriggerLevel");
        }

        //Facial expression trigger level
        faceTriggerLevelIndex = new float[facialExpresionName.Length];

        for (int i = 0; i < facialExpresionName.Length; i++)
        {
            faceTriggerLevelIndex[i] = GLPlayerPrefs.GetFloat(Scope, interfaceName + facialExpresionName[i] + "TriggerLevel");
        }

        //Tie to action manager
        AddAction(0, mentalCommandCode[0]);
        AddAction(1, mentalCommandCode[1]);
        AddAction(2, mentalCommandCode[2]);
        AddAction(3, mentalCommandCode[3]);
        AddAction(4, mentalCommandCode[4]);

        AddAction(0, facialExpresionCode[0]);
        AddAction(1, facialExpresionCode[1]);
        AddAction(2, facialExpresionCode[2]);
        AddAction(3, facialExpresionCode[3]);
    }
Esempio n. 5
0
    /*
     * EEGManager.Instance.MentalCommandCurrentActionPower;
     * EEGManager.Instance.FacialExpressionIsRightEyeWinking;
     * EEGManager.Instance.FacialExpressionIsLeftEyeWinking;
     * EEGManager.Instance.FacialExpressionIsUserBlinking;
     * EEGManager.Instance.FacialExpressionUpperFaceActionPower;
     * EEGManager.Instance.FacialExpressionSmileExtent;
     * EEGManager.Instance.FacialExpressionLowerFaceActionPower;
     * EEGManager.Instance.FacialExpressionLowerFaceAction;
     * EEGManager.Instance.FacialExpressionUpperFaceAction;
     */



    void OnEnable()
    {
        currentVisualization = GLPlayerPrefs.GetString(Scope, "CurrentVisualization");
        currentObject        = GLPlayerPrefs.GetString(Scope, "CurrentInformationObject");
        Scope = ProfileManager.Instance.currentEvaluationScope;

        float aux = GLPlayerPrefs.GetFloat(Scope, "EmotivTickSensibility") * 10;

        SetTriggerValues((int)aux, tickSensibilityValue, tickSensibilityText);

        ActionManager.Instance.ReloadMappingActionsDropdown(facialExpresionActionsDropdown);
        ActionManager.Instance.ReloadMappingActionsDropdown(mentalCommandActionsDropdow);

        UpdateMappedActions(inputNamesForSummary);

        SetMentalCommandConfigMenuValues();
        SetFacialExpressionConfigMenuValues();
    }
    public void UpdateSettingsCanvas()
    {
        CleanSettingsCanvas();

        int physicalResponseIndex = physicalResponseDropdown.value;
        int triggerWithIndex      = triggerWithDropdown.value;

        string treshold = triggers[physicalResponseIndex][triggerWithIndex];

        switch (treshold)
        {
        case "Range":
            triggerWithSettings[0].SetActive(true);
            SetTriggerValues(GLPlayerPrefs.GetFloat(scope, interfaceName + physicalResponse[physicalResponseIndex] + "LowestRange"), lowestRangeSlider, lowestRangeNumber);
            SetTriggerValues(GLPlayerPrefs.GetFloat(scope, interfaceName + physicalResponse[physicalResponseIndex] + "HighestRange"), highestRangeSlider, highestRangeNumber);
            break;

        case "Treshold":
            triggerWithSettings[1].SetActive(true);
            SetTriggerValues(GLPlayerPrefs.GetFloat(scope, interfaceName + physicalResponse[physicalResponseIndex] + "Treshold"), tresholdSlider, tresholdNumber);
            break;
        }
    }
    void OnEnable()
    {
        Scope = ProfileManager.Instance.currentEvaluationScope;

        if (ActionManager.Instance.bgiiesMode)
        {
            gesture1TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture1TriggerLevelBgiies");
            gesture2TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture2TriggerLevelBgiies");
            gesture3TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture3TriggerLevelBgiies");
            gesture4TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture4TriggerLevelBgiies");
            gesture5TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture5TriggerLevelBgiies");
            gesture6TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture6TriggerLevelBgiies");
            gesture7TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture7TriggerLevelBgiies");
            gesture1UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture1UntriggerLevelBgiies");
            gesture2UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture2UntriggerLevelBgiies");
            gesture3UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture3UntriggerLevelBgiies");
            gesture4UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture4UntriggerLevelBgiies");
            gesture5UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture5UntriggerLevelBgiies");
            gesture6UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture6UntriggerLevelBgiies");
            gesture7UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture7UntriggerLevelBgiies");

            openHandRightAssignedActionIndex  = GLPlayerPrefs.GetInt(Scope, "openHandRightAssignedActionIndexBgiies");
            openHandLeftAssignedActionIndex   = GLPlayerPrefs.GetInt(Scope, "openHandLeftAssignedActionIndexBgiies");
            closeHandRightAssignedActionIndex = GLPlayerPrefs.GetInt(Scope, "closeHandRightAssignedActionIndexBgiies");
            closeHandLeftAssignedActionIndex  = GLPlayerPrefs.GetInt(Scope, "closeHandLeftAssignedActionIndexBgiies");
            lassoHandRightAssignedActionIndex = GLPlayerPrefs.GetInt(Scope, "lassoHandRightAssignedActionIndexBgiies");
            lassoHandLeftAssignedActionIndex  = GLPlayerPrefs.GetInt(Scope, "lassoHandLeftAssignedActionIndexBgiies");
            gesture1AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture1AssignedActionIndexBgiies");
            gesture2AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture2AssignedActionIndexBgiies");
            gesture3AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture3AssignedActionIndexBgiies");
            gesture4AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture4AssignedActionIndexBgiies");
            gesture5AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture5AssignedActionIndexBgiies");
            gesture6AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture6AssignedActionIndexBgiies");
            gesture7AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture7AssignedActionIndexBgiies");
        }
        else
        {
            gesture1TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture1TriggerLevelVortices");
            gesture2TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture2TriggerLevelVortices");
            gesture3TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture3TriggerLevelVortices");
            gesture4TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture4TriggerLevelVortices");
            gesture5TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture5TriggerLevelVortices");
            gesture6TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture6TriggerLevelVortices");
            gesture7TriggerLevel   = GLPlayerPrefs.GetFloat(Scope, "gesture7TriggerLevelVortices");
            gesture1UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture1UntriggerLevelVortices");
            gesture2UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture2UntriggerLevelVortices");
            gesture3UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture3UntriggerLevelVortices");
            gesture4UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture4UntriggerLevelVortices");
            gesture5UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture5UntriggerLevelVortices");
            gesture6UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture6UntriggerLevelVortices");
            gesture7UntriggerLevel = GLPlayerPrefs.GetFloat(Scope, "gesture7UntriggerLevelVortices");

            openHandRightAssignedActionIndex  = GLPlayerPrefs.GetInt(Scope, "openHandRightAssignedActionIndexVortices");
            openHandLeftAssignedActionIndex   = GLPlayerPrefs.GetInt(Scope, "openHandLeftAssignedActionIndexVortices");
            closeHandRightAssignedActionIndex = GLPlayerPrefs.GetInt(Scope, "closeHandRightAssignedActionIndexVortices");
            closeHandLeftAssignedActionIndex  = GLPlayerPrefs.GetInt(Scope, "closeHandLeftAssignedActionIndexVortices");
            lassoHandRightAssignedActionIndex = GLPlayerPrefs.GetInt(Scope, "lassoHandRightAssignedActionIndexVortices");
            lassoHandLeftAssignedActionIndex  = GLPlayerPrefs.GetInt(Scope, "lassoHandLeftAssignedActionIndexVortices");
            gesture1AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture1AssignedActionIndexVortices");
            gesture2AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture2AssignedActionIndexVortices");
            gesture3AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture3AssignedActionIndexVortices");
            gesture4AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture4AssignedActionIndexVortices");
            gesture5AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture5AssignedActionIndexVortices");
            gesture6AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture6AssignedActionIndexVortices");
            gesture7AssignedActionIndex       = GLPlayerPrefs.GetInt(Scope, "gesture7AssignedActionIndexVortices");
        }


        SetActionNameByIndex(gesture1AssignedActionText, gesture1AssignedActionIndex);
        SetActionNameByIndex(gesture2AssignedActionText, gesture2AssignedActionIndex);
        SetActionNameByIndex(gesture3AssignedActionText, gesture3AssignedActionIndex);
        SetActionNameByIndex(gesture4AssignedActionText, gesture4AssignedActionIndex);
        SetActionNameByIndex(gesture5AssignedActionText, gesture5AssignedActionIndex);
        SetActionNameByIndex(gesture6AssignedActionText, gesture6AssignedActionIndex);
        SetActionNameByIndex(gesture7AssignedActionText, gesture7AssignedActionIndex);

        SetActionNameByIndex(openHandRightAssignedActionText, openHandRightAssignedActionIndex);
        SetActionNameByIndex(openHandLeftAssignedActionText, openHandLeftAssignedActionIndex);
        SetActionNameByIndex(closeHandRightAssignedActionText, closeHandRightAssignedActionIndex);
        SetActionNameByIndex(closeHandLeftAssignedActionText, closeHandLeftAssignedActionIndex);
        SetActionNameByIndex(lassoHandRightAssignedActionText, lassoHandRightAssignedActionIndex);
        SetActionNameByIndex(lassoHandLeftAssignedActionText, lassoHandLeftAssignedActionIndex);

        CleanKinectActions();
        SetBasicGesturesConfigMenuValues();
        SetDbGesturesConfigMenuValues();
        ActionManager.Instance.ReloadProfileDropdown(dbGesturesActionsDropdown);
        ActionManager.Instance.ReloadProfileDropdown(basicGesturesActionsDropdown);
    }