void Start() { blinker1.SetActive(false); blinker2.SetActive(false); Debug.Log("Starting Virtually Real Realignment"); cameraRig = FindObjectOfType <EyeSkillsCameraRig>(); NetworkManager.instance.RegisterScene("Eye Straightening", "How long can the participant hold fusion as we straighten up their world?"); NetworkManager.instance.RegisterButton("start", "Start/Re-start straightening", "Start/Re-start straightening the eye from the misaligned position"); NetworkManager.instance.RegisterButton("store", "Store best fusion loss angle", "Store the greatest angle at which fusion was lost"); //NetworkManager.instance.RegisterButton("stop", "Stop straightening", "Pause the straightening at the point fusion was lost"); NetworkManager.instance.RegisterFloat("degree", -45f, 45f, 1f, "Misalignment", "Angle between the eyes."); practitionerMode = (PlayerPrefs.GetString("EyeSkills.practitionerMode") == "1") ? true : false; //Pick up user calibration esInput = EyeSkillsInput.instance; FetchEyeCalibration(); originalSuppressionRatio = cameraRig.config.binocularSuppressionRatio; cameraRig.config.leastMisalignmentBeforeFusionLost = 180f; //Make our initial "best" as bad as can be. ResetEyeMisalignment(); userWantsStraightening = true; //This will case the camera to roate in the Update phase - ought to be a coroutine really. }
void Start() { // TODO : Specify a CSS sheet to use then give class names. Can use some default CSS or make custom layouts. NetworkManager.instance.RegisterScene("Monocular Suppression", "Can the participant see with both eyes?"); NetworkManager.instance.RegisterButton("instructions", "Instructions", "Have the scene instructions read to you"); NetworkManager.instance.RegisterButton("leftEye", "Left Eye", "Switch to the left eye"); NetworkManager.instance.RegisterButton("rightEye", "Right Eye", "Switch to the right eye"); NetworkManager.instance.RegisterButton("incBrightness", "Increase Brightness", "Increase object brightness"); NetworkManager.instance.RegisterButton("decBrightness", "Decrease Brightness", "Decrease object brightness"); NetworkManager.instance.RegisterButton("incDistance", "Increase Distance", "Increase object distance (make the object smaller)"); NetworkManager.instance.RegisterButton("decDistance", "Decrease Distance", "Decrease object distance (make the object larger)"); esInput = EyeSkillsInput.instance; Debug.Log("Start - fetch esInput " + esInput); audioManager = AudioManager.instance; //Setup our initial occluders model.leftOccluder.PickRandom(); model.rightOccluder.PickRandom(); //Now lets setup those occluders with their initial settings. model.leftOccluder.alterLuminance((float)initialBrightnessInPercent / 100, true); model.leftOccluder.AlterDistance((float)startingDistance, true); model.rightOccluder.alterLuminance((float)initialBrightnessInPercent / 100, true); model.rightOccluder.AlterDistance((float)startingDistance, true); model.SwitchToRightEye(); sayString("rightEyeActive"); model.PickRandomOccluder(); }
void Start() { cameraRig = FindObjectOfType <EyeSkillsCameraRig>(); audioManager = AudioManager.instance; NetworkManager.instance.RegisterScene("Detect Aniseikonia", "What scaling and position are needed to fuse?"); NetworkManager.instance.RegisterButton("unlockRight", "Unlock right eye", "Unlock the right eye"); NetworkManager.instance.RegisterButton("unlockLeft", "Unlock left eye", "Unlock the left eye"); NetworkManager.instance.RegisterButton("lock", "Lock both", "Lock both eyes"); NetworkManager.instance.RegisterButton("change", "Change observables", "Change Fixation Object"); NetworkManager.instance.RegisterButton("enlarge", "Enlarge observable", "Enlarge the fixation object"); NetworkManager.instance.RegisterButton("shrink", "Shrink observable", "Shrink the fixation object"); NetworkManager.instance.RegisterButton("save", "Save misalignment", "Save misalignment angle"); NetworkManager.instance.RegisterFloat("degree", -45f, 45f, 1f, "Misalignment", "Angle between the eyes."); //audioManager.Say("ChooseStrabismicEye"); //if (EyeSkills.UserCalibrationManager.instance.userCalibration.leftEyeIsStrabismic) // lockRightEye(); //else if (EyeSkills.UserCalibrationManager.instance.userCalibration.rightEyeIsStrabismic) //lockLeftEye(); esInput = EyeSkillsInput.instance; observables.AlterDistanceLeft((float)startingDistance, true); observables.AlterDistanceRight((float)startingDistance, true); StartCoroutine(followMisalignmentAngle()); }
public void Start() { cameraRig = FindObjectOfType <EyeSkillsCameraRig>(); esInput = EyeSkillsInput.instance; audioManager = AudioManager.instance; //audioManager.Say("ChooseStrabismicEye"); if (cameraRig.config.leftEyeIsStrabismic) { audioManager.Say("LeftStrabismic"); unlockLeftEye(); } else { audioManager.Say("RightStrabismic"); unlockRightEye(); } practitionerMode = (PlayerPrefs.GetString("EyeSkills.practitionerMode") == "1") ? true : false; NetworkManager.instance.RegisterScene("Detect Eye Misalignment", "To what degree are the participants eyes misaligned?"); NetworkManager.instance.RegisterButton("unlockRight", "Unlock right eye", "Right eye is strabismic"); NetworkManager.instance.RegisterButton("unlockLeft", "Unlock left eye", "Left eye is strabismic"); NetworkManager.instance.RegisterButton("save", "Save misalignment", "Save misalignment angle"); NetworkManager.instance.RegisterFloat("degree", -45f, 45f, 1f, "Misalignment", "Angle between the eyes."); StartCoroutine(trackAndReportEyeMisalignment()); }
public void Start() { esInput = EyeSkillsInput.instance; audioManager = AudioManager.instance; practitionerMode = (PlayerPrefs.GetString("EyeSkills.practitionerMode") == "1") ? true : false; //setCurrentPart(parts[0]); }
void Start() { NetworkManager.instance.RegisterButton("inConflict", "Add Conflict", "Put the eyes into conflict"); NetworkManager.instance.RegisterButton("outOfConflict", "Remove Conflict", "Remove conflict"); NetworkManager.instance.RegisterButton("save", "Save ratio", "Save the luminance ratio between the eyes"); NetworkManager.instance.RegisterFloat("brightnessRatio", -1f, 1f, 0.05f, "Luminance ratio", "Brightness ratio between the eyes."); ignoreStillnessSensor = (PlayerPrefs.GetString("EyeSkills.practitionerMode") == "1") ? true : false; ratioController = new EyeSkillsVRHeadsetInput(trackedCamera); esInput = EyeSkillsInput.instance; cameraRig = cameraRigObject.GetComponent <EyeSkillsCameraRig>(); brightnessRatio = 0; model.IntoConflict(); AudioManager.instance.Say("inConflict"); model.Show(true); }