void Awake() { this.HandControllerObject = GameObject.FindWithTag("LeapController"); this.HandControllerReference = this.HandControllerObject.GetComponent <ExperimentHandController>(); GameObject rangeCheckContainer = GameObject.FindGameObjectWithTag("RangeCheck"); this.RangeCheck = rangeCheckContainer.GetComponent <EffectorRangeCheck>(); this.RangeCheck.ObjectLeftBounds += this.rangeCheckHandler; GameObject posecontrollerContainer = GameObject.FindGameObjectWithTag("PoseController"); this.HandPoseController = posecontrollerContainer.GetComponent <PoseController>(); // register container controller GameObject container = GameObject.FindGameObjectWithTag("Container"); if (container != null) { ContainerController containerController = container.GetComponent <ContainerController>(); if (containerController != null) { //containerController.ObjectWasReleased += new ContainerController.ObjectWasReleasedHandler(this.checkTargetPosition); containerController.ObjectWasReleased += this.checkTargetPosition; containerController.ObjectWasDestroyed += this.checkTargetDestruction; } } this.Target.SetActive(true); this.Target.transform.position = new Vector3(0, -100, 100); this.Target.GetComponent <Rigidbody>().isKinematic = true; this.FixationObject = GameObject.FindGameObjectWithTag("FixationObject"); this.TrialUpdateDelegate = delegate() { this.TrialUpdate(); }; //setup trial control this.CurrentTrialState = new TrainingStateObject(); this.CurrentTrialState.TrialState = TrainingStates.STARTUP; // register listeners SliderFocusHandler.SliderEvent += this.handleSlider; CheckMarkFocusHandler.ToggleEvent += this.handleToggle; if (GraspTrainingController.Verbose) { UnityEngine.Debug.Log("done with awaking..."); } this.OffsetController.ApplyDrift = false; this.TrainingUI.SetActive(false); }
void Awake() { this.HandControllerObject = GameObject.FindWithTag("LeapController"); this.HandControllerReference = this.HandControllerObject.GetComponent <ExperimentHandController>(); if (!this.VibroTactileStimulation) { this.HandControllerReference.enableFingerParticleSystems = true; } GameObject posecontrollerContainer = GameObject.FindGameObjectWithTag("PoseController"); this.HandPoseController = posecontrollerContainer.GetComponent <PoseController>(); this.Target.SetActive(true); this.Target.transform.position = new Vector3(0, -100, 100); this.Target.GetComponent <Rigidbody>().isKinematic = true; this.leftLight = GameObject.FindGameObjectWithTag("LeftLightStimulus"); this.rightLight = GameObject.FindGameObjectWithTag("RightLightStimulus"); this.leftLight.GetComponent <ParticleSystem>().Stop(); this.leftLight.GetComponent <ParticleSystem>().Clear(); this.rightLight.GetComponent <ParticleSystem>().Stop(); this.rightLight.GetComponent <ParticleSystem>().Clear(); this.messageObtained = false; //utils this.FixationObject = GameObject.FindGameObjectWithTag("FixationObject"); this.TrialUpdateDelegate = delegate() { this.TrialUpdate(); }; //setup trial control this.CurrentTrialState = new TrainingStateObject(); this.CurrentTrialState.TrialState = TrainingStates.STARTUP; this.LastErrorCode = "none"; // instruction this.FeedbackDisplay.text = ""; if (SpeechTrainingController.Verbose) { UnityEngine.Debug.Log("done with awaking..."); } }