protected override void Awake() { base.Awake(); _boxCollider = GetComponent <BoxCollider2D>(); _movement = GetComponent <MovementPlayer>(); _flashSprite = GetComponent <FlashSprite>(); }
//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>(); }
//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)); }
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)); }
void Awake() { flashSprite = gameObject.GetComponentInChildren <FlashSprite> (); curHealth = maxHealth; if (gameObject.tag == "Player") { anim = GetComponent <Animator> (); } }
//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)); }
// 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."); }
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); }
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 }
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); } }
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: "); }
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)); } } }
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); }; }
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); }
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); }
protected override void Awake() { base.Awake(); _boxCollider = GetComponent<BoxCollider2D>(); _movement = GetComponent<MovementPlayer>(); _flashSprite = GetComponent<FlashSprite>(); }
void Awake () { flashSprite = gameObject.GetComponentInChildren<FlashSprite> (); curHealth = maxHealth; }
void Awake() { flashSprite = gameObject.GetComponentInChildren <FlashSprite> (); curHealth = maxHealth; }