void OnEnable() { codes = allSegments[randomIndexes[segmentHolderIndex]].codeSegments; print("time on start:" + Time.time); Time.timeScale = 0; string[] randomizedCodes; initialCodes = new string[codes.Length]; randomizedCodes = new string[codes.Length]; for (int j = 0; j < codes.Length; j++) { initialCodes[j] = codes[j].getCode(); randomizedCodes[j] = initialCodes[j]; } RandomizeArray.randomize(randomizedCodes, randomizedCodes.Length); int i = 0; foreach (var code in codeHolders) { code.text = randomizedCodes[i]; i++; } }
public void AddNewRecepiesToQueue() { RandomizeArray.Randomize <Recipe>(recipesForQueueing); foreach (var recipe in recipesForQueueing) { recipesQueue.Enqueue(recipe); } }
void SetFirstNRandomIndexes(int numberOfSegments) { randomIndexes = new int[numberOfSegments]; for (int i = 0; i < numberOfSegments; i++) { randomIndexes[i] = i; } RandomizeArray.randomize(randomIndexes, numberOfSegments); }
void Awake() { Instance = this; activeRecipesClones = new Recipe[activeRecipes.Length]; for (int i = 0; i < activeRecipes.Length; i++) { activeRecipesClones[i] = CloneRecipe(activeRecipes[i]); } recipesQueue = new Queue <Recipe>(); RandomizeArray.Randomize <Recipe>(recipesForQueueing); AddNewRecepiesToQueue(); }
public void nextTrial() { trialSeqCounter = trialSeqCounter + 1; cubeSeqCounter = cubeSeqCounter + 1; // reshuffle cube appearance after one "cube order" (emsCurrently 3 objects) has been presented if (cubeSeqCounter == CubeSeq.Length - 1) { cubeSeqCounter = 0; RandomizeArray.ShuffleArray(CubeSeq); // Re-Randomize Cube Appearance Sequence // in TU Berlin experiment (04/2018) cube location is not considered a factor of interest // and is not going to be examined. Therefore randomize appearance of cube locations! } // set wait time to 2 second, displays visual feedback for 2 second before hiding it and starting next trial if (actualTime < -2.5f) { actualTime = -2.5f; } updateEndOfTrialLogic = true; }
// Use this for initialization void Start() { NormalConflictArr = new int[nrOfTrials]; if (vibroFeedbackCondition) { feedback_type = "vibro"; } else if (emsFeedbackCondition) { feedback_type = "ems"; } else { feedback_type = "visual"; } // init LSL markerstream marker = FindObjectOfType <LSLMarkerStream>(); // init arduino arduino = Arduino.global; arduino.Setup(ConfigurePins); // Finding the game object table = GameObject.Find("Table"); plane = GameObject.Find("Plane"); leapmotion = GameObject.Find("LeapHandController"); instruct = GameObject.Find("IntroGUI"); textBox = GameObject.Find("TextBox"); endexp = GameObject.Find("End"); startPos = GameObject.Find("startPosDisc"); resting = GameObject.Find("resting"); questionnaire = GameObject.Find("questionnaire"); q = GameObject.Find("question"); ra = GameObject.Find("right_anchor"); la = GameObject.Find("left_anchor"); send = GameObject.Find("send"); // rehastim interface rehastim = GameObject.Find("RehaStim"); // For Big Cube cubeLeft = GameObject.Find("CubeLeft"); cubeMiddle = GameObject.Find("CubeMiddle"); cubeRight = GameObject.Find("CubeRight"); // Assign game objects to arrays cubeGameObjArr[0] = cubeLeft; cubeGameObjArr[1] = cubeMiddle; cubeGameObjArr[2] = cubeRight; // Randomize Cube Appearance Sequence RandomizeArray.ShuffleArray(CubeSeq); // Trial definition error with 1s and 0s for either conflict or normal trial depending on volatility of simulation if (!training) { NormalConflictArr = RandomizeArray.GenerateArraySequences(nrOfTrials, 0.1, 5); } // todo fix GenerateArraySequence function so volatility param works // if (volatility == 1) // { // NormalConflictArr = RandomizeArray.GenerateArraySequences(nrOfTrials, 0.1, 5); // } // else if (volatility == 0) // { // NormalConflictArr = RandomizeArray.GenerateArraySequences(nrOfTrials, 0.1, 5); // } // instruct and leapmotion game object remain visible and only table, plane and the end instruction are made invisible table.gameObject.GetComponent <Renderer>().enabled = false; plane.gameObject.GetComponent <Renderer>().enabled = false; instruct.gameObject.gameObject.GetComponent <Canvas>().enabled = true; endexp.gameObject.gameObject.GetComponent <Canvas>().enabled = false; resting.gameObject.GetComponent <Renderer>().enabled = false; questionnaire.SetActive(false); // hide startPosDisc startPos.SetActive(false); DisableAllCube(); // set color to white, disable renderer and sphereCollider }