public override bool IncrementStep() { targets[currentStep].SetActive(false); switch (currentStep) { // If the user enters the home, start tracking time case 1: ctrler.StartTimer(); ctrler.CursorController.SetMovementType(reachType[2]); // Start green timer bar timerIndicator.BeginTimer(); if (trial.settings.GetString("per_block_type") == "nocursor") { ctrler.CursorController.SetCursorVisibility(false); } // Add trackers: current hand position, cursor position ctrler.AddTrackedObject("hand_path", ctrler.Session.CurrentTrial.settings.GetString("per_block_hand") == "l" ? ctrler.CursorController.LeftHand : ctrler.CursorController.RightHand); ctrler.AddTrackedObject("cursor_path", ctrler.CursorController.gameObject); break; case 2: if (trackScore && timerIndicator.Timer > 0) { ctrler.Score++; } break; } base.IncrementStep(); if (!finished) { // if current step is home step and there is a water animation in the scene, it sets the home ball to innactive if (currentStep == 1) { targets[1].SetActive(false); } else { targets[currentStep].SetActive(true); } } return(finished); }
public override bool IncrementStep() { ExperimentController ctrler = ExperimentController.Instance(); switch (currentStep) { case 0: // Enter dock targets[0].SetActive(false); Home.SetActive(true); break; case 1: // Enter home Home.SetActive(false); ctrler.StartTimer(); // Create tracker objects ctrler.AddTrackedObject("hand_path", ctrler.Session.CurrentTrial.settings.GetString("per_block_hand") == "l" ? ctrler.CursorController.LeftHand : ctrler.CursorController.RightHand); ctrler.AddTrackedObject("cursor_path", ctrler.CursorController.gameObject); Target.SetActive(true); ExperimentController.Instance().CursorController.SetCursorVisibility(false); break; case 2: // Pause in arc localizer.SetActive(true); Target.GetComponent <ArcScript>().Expand(); break; case 3: // Select the spot they think their real hand is Target.SetActive(false); // We use the target variable to store the cursor position Target.transform.position = ExperimentController.Instance().CursorController.GetHandPosition(); break; } base.IncrementStep(); return(finished); }
public override bool IncrementStep() { switch (currentStep) { case 0: // make the start trigger smaller after the car is picked up startCollider.size = new Vector3(startCollider.size.z, startCollider.size.y, 0.1f); ctrler.StartTimer(); ctrler.AddTrackedObject("car_path", car); break; case 1: if (!carPastMidpoint) { return(false); } break; } return(base.IncrementStep()); }