public void SetObstacleDifficutly(string state) { switch (state) { case "easy": Current_Obstacle_Difficulty = OBSTACLEDIFF_EASY; break; case "medium": Current_Obstacle_Difficulty = OBSTACLEDIFF_MEDIUM; break; case "hard": Current_Obstacle_Difficulty = OBSTACLEDIFF_HARD; break; case "off": default: Current_Obstacle_Difficulty = OBSTACLEDIFF_OFF; break; } Debug.Log("Obstacle difficulty set to: " + state); ExecuteOnMainThread.AddAction(() => { roomMover.SpawnObstacles(); }); }
public void ToggleCogCursor(bool state) { Display_COG_Cursor = state; ExecuteOnMainThread.AddAction(() => { image_cogCursor.gameObject.SetActive(Display_COG_Cursor); }); Debug.Log("Display cog cursor set to: " + Display_COG_Cursor); }
private void ToggleTargetArea(bool state) { Display_TargetArea = state; ExecuteOnMainThread.AddAction(() => { image_targetArea.gameObject.SetActive(Display_TargetArea); }); Debug.Log("Display target area set to: " + Display_TargetArea); }
public void ToggleInvisibleComplianceMode(string state) { InvisibleComplianceMode = (state.ToLower() == "on"); ExecuteOnMainThread.AddAction(() => { image_targetArea.GetComponent <SpriteRenderer>().enabled = InvisibleComplianceMode; image_cogCursor.GetComponent <SpriteRenderer>().enabled = InvisibleComplianceMode; }); Debug.Log("invisible compliance mode set to " + InvisibleComplianceMode); }
private void UpdateProtocolData(ProtocolData d) { if (d.TestRunning != isRunning) { ExecuteOnMainThread.AddAction(() => { StartStopTest(d.TestRunning); }); } float x = d.COGX * Current_Movement_Gain; float y = -d.COGY * Current_Movement_Gain; if (Math.Abs(x) < 0.003) { x = 0; } if (Math.Abs(y) < 0.003) { y = 0; } ExecuteOnMainThread.AddAction(() => { HandleBPCursor(x, y); }); if (swayAngleCount >= swayAngleCountNeeded) { float newSwayAngle = d.SwayAngle - swayAngleOffset; if (newSwayAngle != currentSwayAngle) { currentSwayAngle = newSwayAngle; ExecuteOnMainThread.AddAction(() => { SwayAngleChanged(); }); } } else { swayAngleSum += d.SwayAngle; ++swayAngleCount; if (swayAngleCount == swayAngleCountNeeded) { swayAngleOffset = swayAngleSum / (float)swayAngleCountNeeded; } } }