예제 #1
0
 protected override void Awake()
 {
     base.Awake();
     _boxCollider = GetComponent <BoxCollider2D>();
     _movement    = GetComponent <MovementPlayer>();
     _flashSprite = GetComponent <FlashSprite>();
 }
예제 #2
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    //Display the stimulus; complete when the stimulus is done displaying
    private IEnumerator PresentStimulus(TrialConfig config)
    {
        GameObject  circle = Instantiate(circlePrefab);
        FlashSprite fs     = circle.GetComponent <FlashSprite>();

        fs.alpha = config["alpha"][0];
        yield return(new WaitForSeconds(fs.flashDuration));
    }
        // Use this for initialization
        void Start()
        {
            // Get flash sprite component
            m_FlashSprite = GetComponent<FlashSprite>();

            // Get image component
            m_Image = GetComponent<Image>();
        }
예제 #4
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    //Display a stimulus, and complete when the stimulus is done
    private IEnumerator PresentStimulus(TrialConfig config)
    {
        GameObject  circle = Instantiate(circlePrefab);
        FlashSprite fs     = circle.GetComponent <FlashSprite>();

        fs.SetGrayscaleColor(config["gsColor"][0]);
        yield return(new WaitForSeconds(fs.flashDuration));
    }
예제 #5
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        protected override DisplayObject[] ConstructInstances()
        {
            var instances = new DisplayObject[3];

            instances[0] = new FlashSprite(SceneBundle.mcLightElement);
            instances[1] = new FlashSprite(SceneBundle.mcLightElement);
            instances[2] = new FlashSprite(SceneBundle.mcLightElement);
            return(instances);
        }
    // ShowStimuli (MANDATORY)
    // Display a stimulus, and finish when the stimulus is done.
    // Use the dimension names defined in your config file as string keys to access the float lists
    // contained in the TrialConfig. Experiment will not continue running until EndShowStimuli is called.
    public override void ShowStimuli(TrialConfig config)
    {
        SetText("Now presenting stimulus.");
        GameObject  circle = Instantiate(circlePrefab);
        FlashSprite fs     = circle.GetComponent <FlashSprite>();

        fs.SetColor(config["R"][0], config["G"][0], config["B"][0], 1.0f);
        StartCoroutine(EndShowStimuliAfterSeconds(fs.flashDuration));
    }
예제 #7
0
파일: Health.cs 프로젝트: Ylla-/TotemQuest
 void Awake()
 {
     flashSprite = gameObject.GetComponentInChildren <FlashSprite> ();
     curHealth   = maxHealth;
     if (gameObject.tag == "Player")
     {
         anim = GetComponent <Animator> ();
     }
 }
예제 #8
0
    //Display a stimulus, and complete when the stimulus is done
    private IEnumerator PresentStimulus(TrialConfig config)
    {
        GameObject  circle = Instantiate(circlePrefab);
        FlashSprite fs     = circle.GetComponent <FlashSprite>();
        Color       c      = Color.HSVToRGB(config["hue"][0], 1.0f, 0.15f);

        fs.SetColor(c.r, c.g, c.b, config["alpha"][0]);
        yield return(new WaitForSeconds(fs.flashDuration));
    }
예제 #9
0
    // ShowStimuli (MANDATORY)
    // Display a stimulus, and finish when the stimulus is done.
    // Use the dimension names defined in your config file as string keys to access the float lists
    // contained in the TrialConfig. Experiment will not continue running until EndShowStimuli is called.
    public override void ShowStimuli(TrialConfig config)
    {
        GameObject  circle = Instantiate(circlePrefab);
        FlashSprite fs     = circle.GetComponent <FlashSprite>();
        Color       c      = Color.HSVToRGB(config["hue"][0], config["saturation"][0], 0.2f);

        fs.SetColor(c.r, c.g, c.b, config["alpha"][0]);
        StartCoroutine(EndShowStimuliAfterSeconds(fs.flashDuration));
        SetText("Now presenting stimulus.");
    }
예제 #10
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        private static FlashSprite[] GetFlashSprites(SpriteRenderer[] renderers, Color color)
        {
            var sprites = new FlashSprite[renderers.Length];

            for (int i = 0; i < renderers.Length; i++)
            {
                sprites[i] = new FlashSprite(renderers[i], color);
            }
            return(sprites);
        }
예제 #11
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    IEnumerator DisplayOptimal()
    {
        yield return(StartCoroutine(client.Query(QueryType.max)));

        QueryMessage m      = client.GetQueryResponse();
        TrialConfig  maxLoc = m.x;
        GameObject   circle = Instantiate(circlePrefab);
        FlashSprite  fs     = circle.GetComponent <FlashSprite>();

        fs.SetColor(maxLoc["R"][0], maxLoc["G"][0], maxLoc["B"][0], 1.0f);
        fs.flashDuration = -1.0f; //never destroy
    }
    IEnumerator DisplayOptimal()
    {
        yield return(StartCoroutine(client.Query(QueryType.inverse, y: 0.75f, probability_space: true)));

        QueryMessage m      = client.GetQueryResponse();
        TrialConfig  maxLoc = m.x;
        GameObject   circle = Instantiate(circlePrefab);
        FlashSprite  fs     = circle.GetComponent <FlashSprite>();

        fs.alpha         = maxLoc["alpha"][0];
        fs.flashDuration = -1.0f; //never destroy
    }
예제 #13
0
    void OnTriggerEnter2D(Collider2D col)
    {
        Debug.Log("Matar al nanobot");
        GameObject colObject = col.gameObject;

        if (colObject.gameObject.tag == "Player")
        {
            FlashSprite flashSprite = colObject.GetComponent <FlashSprite>();

            flashSprite.enabledFlash(true);
        }
    }
예제 #14
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    IEnumerator DisplayOptimal()
    {
        yield return(StartCoroutine(client.Query(QueryType.inverse, y: 0.75f, probability_space: true)));

        QueryMessage m      = client.GetQueryResponse();
        TrialConfig  maxLoc = m.x;
        GameObject   circle = Instantiate(circlePrefab);
        FlashSprite  fs     = circle.GetComponent <FlashSprite>();

        fs.SetGrayscaleColor(maxLoc["gsColor"][0], maxLoc["alpha"][0]);
        fs.flashDuration = -1.0f; //never destroy
        SetText("Experiment complete! Displaying 75% threshold color: ");
    }
예제 #15
0
 void Update()
 {
     if (gameObject.tag == "Player" && immunity)
     {
         if (!gameObject.GetComponent <Dash> ().didDash)
         {
             flashSprite = gameObject.GetComponent <FlashSprite> ();
             SpriteRenderer[] sprites       = new SpriteRenderer[1];
             SpriteRenderer   currentSprite = gameObject.GetComponent <SpriteRenderer> ();
             sprites [0] = currentSprite;
             flashSprite.StartCoroutine(flashSprite.FlashSprites(sprites, 2, 0.1f, true));
         }
     }
 }
예제 #16
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        void ConfigureSprite(FlashSprite sprite)
        {
            var initialPos = sprite.position;

            new TouchListener(sprite).Pressed += it =>
            {
                sprite.Tween(500)
                .Add(DisplayObject.Y, initialPos.y - 200)
                .Add(DisplayObject.SCALE_X, -1)
                .Add(DisplayObject.COLOR, Color.green)
                .Chain(1000)
                .Add(DisplayObject.Y, initialPos.y)
                .Add(DisplayObject.SCALE_X, 1)
                .Add(DisplayObject.COLOR, Color.white)
                .Easing(Elastic.easeOut);
            };
        }
예제 #17
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        protected override DisplayObject[] ConstructInstances()
        {
            var instances = new DisplayObject[14];

            instances[0]  = new FlashSprite(SceneBundle.mcShadow);
            instances[1]  = new FlashSprite(SceneBundle.mcHeand);
            instances[2]  = new FlashSprite(SceneBundle.mcFootElement2);
            instances[3]  = new FlashSprite(SceneBundle.mcFootElement2);
            instances[4]  = new FlashSprite(SceneBundle.mcFootElement1);
            instances[5]  = new FlashSprite(SceneBundle.mcFootElement2);
            instances[6]  = new FlashSprite(SceneBundle.mcBody);
            instances[7]  = new FlashSprite(SceneBundle.mcEye);
            instances[8]  = new FlashSprite(SceneBundle.mcHeand);
            instances[9]  = new FlashSprite(SceneBundle.mcFootElement2);
            instances[10] = new FlashSprite(SceneBundle.mcFootElement2);
            instances[11] = new FlashSprite(SceneBundle.mcFootElement1);
            instances[12] = new FlashSprite(SceneBundle.mcFootElement2);
            instances[13] = new FlashSprite(SceneBundle.mcMouth);
            return(instances);
        }
예제 #18
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        protected override DisplayObject[] ConstructInstances()
        {
            var instances = new DisplayObject[6];

            instances[0] = new TextField("Arial", 24)
            {
                text         = "Tween animation: touch to activate\n",
                textColor    = new Color32(255, 255, 204, 255),
                hAlignment   = HAlign.CENTER,
                size         = new Vector2(944f, 30f),
                shadowColor  = new Color32(0, 51, 102, 255),
                shadowOffset = new Vector2(1f, 1f),
            };
            instances[1] = new FlashSprite(SceneBundle.circle_sprite);
            instances[2] = new FlashSprite(SceneBundle.circle_sprite);
            instances[3] = new FlashSprite(SceneBundle.circle_sprite);
            instances[4] = new FlashSprite(SceneBundle.circle_sprite);
            instances[5] = new FlashSprite(SceneBundle.circle_sprite);
            return(instances);
        }
예제 #19
0
		protected override void Awake()
		{
			base.Awake();
			_boxCollider = GetComponent<BoxCollider2D>();
			_movement = GetComponent<MovementPlayer>();
			_flashSprite = GetComponent<FlashSprite>();
		}
예제 #20
0
파일: Health.cs 프로젝트: Telek/TotemQuest
	void Awake () {
		flashSprite = gameObject.GetComponentInChildren<FlashSprite> ();
		curHealth = maxHealth;
	}
예제 #21
0
파일: Health.cs 프로젝트: Telek/TotemQuest
 void Awake()
 {
     flashSprite = gameObject.GetComponentInChildren <FlashSprite> ();
     curHealth   = maxHealth;
 }