// Update is called once per frame void Update() { //TODO: if easy mode, else do nothing if (currentRoom > 0) { spawnPoint.transform.position = spawnPointPositions [currentRoom - 1]; } else { spawnPoint.transform.position = spawnPointPositions [0]; } if (Input.GetKeyDown(KeyCode.M)) { //EmoMentalCommand.EnableMentalCommandAction(EdkDll.IEE_MentalCommandAction_t.MC_NEUTRAL,true); //neutral doesnt need enabling EmoMentalCommand.StartTrainingMentalCommand(EdkDll.IEE_MentalCommandAction_t.MC_NEUTRAL); // training the neutral command Debug.Log("training neutral has started"); EmoMentalCommand.trainingType = 0; //to signify that it is neutral } if (Input.GetKeyDown(KeyCode.T)) //TODO and we are in room 4 { if (!trainingInProgress) { onTPressed(); } } }
/// <summary> /// Initiates trainging of mental command, called by Left_Button, Right_Button, and Neutral_Button /// </summary> /// <param name="type">Command to be trained ("Neutral","Left","Right")</param> public void TrainAction(string type) { LoggerCSV logger = LoggerCSV.GetInstance(); trainType = type; EdkDll.IEE_MentalCommandAction_t toTrain = EdkDll.IEE_MentalCommandAction_t.MC_NEUTRAL; cube.SetAciton(cube.ACTION_RESET); switch (type) { case "Left": toTrain = EdkDll.IEE_MentalCommandAction_t.MC_LEFT; logger.AddEvent(LoggerCSV.EVENT_TRAINING_L); break; case "Right": toTrain = EdkDll.IEE_MentalCommandAction_t.MC_RIGHT; logger.AddEvent(LoggerCSV.EVENT_TRAINING_R); break; default: logger.AddEvent(LoggerCSV.EVENT_TRAINING_N); break; } StartCoroutine(UI.UpdateSlider()); EmoMentalCommand.EnableMentalCommandAction(toTrain, true); EmoMentalCommand.EnableMentalCommandActionsList(); EmoMentalCommand.StartTrainingMentalCommand(toTrain); }
void Update() { RaycastHit hit; cameraLocation = GetComponentInChildren <Camera> ().transform.position; cameraDirection = GetComponentInChildren <Camera>().transform.TransformDirection(Vector3.forward); Ray visionRay = new Ray(cameraLocation, cameraDirection); Debug.DrawRay(cameraLocation, cameraDirection * 15); if (Physics.Raycast(visionRay, out hit, lineOfSight)) { //if the object is a picture and it hasn't been completed yet if (hit.collider.tag == "StareTarget") // && hit.collider.gameObject.GetComponent<MeshRenderer> ().materials [0].color == Color.red) { { if (!watching) { watching = true; watchTimer = 0f; StartCoroutine(ShowMessage("Started Watching", 1)); } else //if you're already watching the picture, carry on with the timer { watchTimer += Time.deltaTime; Debug.Log("time: " + watchTimer.ToString()); if (watchTimer == 1) { EmoMentalCommand.EnableMentalCommandAction(EmoMentalCommand.MentalCommandActionList[0], true); EmoMentalCommand.StartTrainingMentalCommand(EmoMentalCommand.MentalCommandActionList[0]); // mental commandactionlist[0] is neutral, 1 is push } if (watchTimer >= 10) { StartCoroutine(ShowMessage("Completed", 1)); hit.collider.gameObject.GetComponent <MeshRenderer> ().materials [0].color = new Color(0f, 1f, 0f, 0.1f); //adds a shade of green to the picture with 0.5 alpha hit.collider.gameObject.GetComponent <PictureScript>().isWatched = true; } if (EmoFacialExpression.isBlink) { //if (Input.GetKeyDown (KeyCode.B)) { //TODO: switch these after testing StartCoroutine(ShowMessage("Don't Blink When Appreciating Art\nRestarting Timer", 2)); watchTimer = 0; } if (!EmoFacialExpression.isEyesOpen) { //watchTimer = 0; //reset the timer if the headset isn't on or the player closes his eyes } } } else //in case vision goes to something other than the painting { watching = false; return; } } }
/// <summary> /// when the button Train of posActionButton is clicked /// </summary> /// <param name="posActionButton"></param> void OnTrainClick(int posActionButton, int ActionID) { focusWindow = 100; if (!isShowProgessBar) { timeCount = Time.time; isShowProgessBar = true; } //StartTrainingCognitiv EmoMentalCommand.StartTrainingMentalCommand(EmoMentalCommand.MentalCommandActionList[ActionID]); Debug.Log(ActionID); }
public void onTPressed() { //to ensure that the player has reached this room //if (currentRoom != 5) { // return; //} //this slowed the code even more^ //StartTrainingCognitiv EmoMentalCommand.EnableMentalCommandAction(EdkDll.IEE_MentalCommandAction_t.MC_PUSH, true); EmoMentalCommand.StartTrainingMentalCommand(EdkDll.IEE_MentalCommandAction_t.MC_PUSH); // training the push command Debug.Log("training push has started"); UnpushableCubeScript.moveStarted = true; EmoMentalCommand.trainingType = 1; }
// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.P)) { EmoMentalCommand.StartTrainingMentalCommand(EdkDll.IEE_MentalCommandAction_t.MC_NEUTRAL); } if (Input.GetKeyUp(KeyCode.O)) { EmoMentalCommand.StartTrainingMentalCommand(EdkDll.IEE_MentalCommandAction_t.MC_LIFT); } if (Input.GetKeyUp(KeyCode.I)) { EmoMentalCommand.StartTrainingMentalCommand(EdkDll.IEE_MentalCommandAction_t.MC_PUSH); } if (Input.GetKeyUp(KeyCode.U)) { EmoMentalCommand.StartTrainingMentalCommand(EdkDll.IEE_MentalCommandAction_t.MC_PULL); } }
void OnTrainClick(int ActionID) { EmoMentalCommand.StartTrainingMentalCommand(EmoMentalCommand.MentalCommandActionList[ActionID]); }