// in order for this to work we need an EventSystem component
 void SetParticipantCondition()
 {
     ps.SetCondition(int.Parse(cubeset.text), int.Parse(arrangement.text)).BuildParticipantFromCondition();
     if (ps.GetParticipant() > 0)
     {
         Debug.Log("condition " + ps.GetCondition() + " for " + ps.GetParticipant());
         SceneManager.LoadScene(NextScene, LoadSceneMode.Single);
     }
 }
 // in order for this to work we need an EventSystem component
 void SetParticipantCondition()
 {
     ps.SetCondition(int.Parse(cubeset.text), int.Parse(arrangement.text)).BuildParticipantFromCondition();
     if (ps.GetParticipant() > 0)
     {
         menu.SetActive(false);
         controInfo.SetActive(true);
         Debug.Log("condition " + ps.GetCondition() + " for " + ps.GetParticipant());
     }
 }
Esempio n. 3
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 void PreviousParticipantListener()
 {
     if (ps.GetParticipant() > 0)
     {
         participantID.text = ps.GetParticipantAsString();
         ParticipantStatus.Condition cond = ps.GetCondition();
         cubeset.text     = cond.cubeset.ToString();
         arrangement.text = cond.catmap.ToString();
     }
 }
Esempio n. 4
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 // in order for this to work we need an EventSystem component
 void StartExperimentListener()
 {
     if (ps.GetParticipant() > 0)
     {
         Debug.Log("Starting experiment: condition " + ps.GetCondition() + " for " + ps.GetParticipant());
         if (NextScene != null && NextScene != "")
         {
             SceneManager.LoadScene(NextScene, LoadSceneMode.Single);
         }
     }
 }
Esempio n. 5
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 public DataFarmerObject(string tag)
 {
     this.tag         = tag;
     this.timestamp   = Time.time;
     ps               = ParticipantStatus.GetInstance();
     this.participant = ps.GetParticipant();
     this.trial       = ps.GetTrial();
     this.condition   = ps.GetCondition();
     this.category    = ps.GetCategory();
     this.cube        = ps.GetCube();
 }