예제 #1
0
    void Update()
    {
        // If we are in a practice block - we wait until space is pressed
        if (dataSaverScript.getIsLastPractice())
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                SceneManager.LoadScene("load_evaluation");
                return;
            }
        }

        // check if time limit has passed
        float currrentTime = Time.time;

        if (currrentTime - this.startTime > this.timeLimit)
        {
            this.onDone();
        }

        if (Input.anyKeyDown)
        {
            // key is down so we need to make the next scale active (paint the next scale in green)
            this.updateActiveScale();
        }

        // If get here if no key was pressed, so we check for change in joystick horizontal axis
        var movement = Input.GetAxis("Horizontal");

        if (currentItemIndex < itemsNumber)
        {
            items[currentItemIndex].value += movement / 8;           // we devide the movement by 8 to make the movement more delecate
        }
    }
예제 #2
0
    void Start()
    {
        GameObject emptyObject = GameObject.Find("dataSaver");

        dataSaverScript = emptyObject.GetComponent <dataSaver> ();
        this.lslScript  = dataSaverScript.getLslScript();

        if (dataSaverScript.getIsLastPractice())
        {
            timeLimit = int.MaxValue;
        }
        currentItemIndex = 0;

        // Find sliders objects and initialize their methods
        sliderUnpleasentObj       = GameObject.Find("Slider_unPleasent");
        sliderStressObj           = GameObject.Find("Slider_stress");
        sliderUnpleasentComponent = sliderUnpleasentObj.GetComponent <Slider> ();
        sliderStressComponent     = sliderStressObj.GetComponent <Slider> ();

        sliderStressComponent.onValueChanged.AddListener(delegate {
            stressValueChanged();
        });
        sliderUnpleasentComponent.onValueChanged.AddListener(delegate {
            unpleasentValueChanged();
        });

        items = new Slider[] { sliderStressComponent, sliderUnpleasentComponent };

        // paint in green the active slider (the first one), and the rest in black
        int index = 0;

        for (index = 0; index < items.Length; index++)
        {
            UnityEngine.UI.Image[] images = items [index].GetComponentsInChildren <UnityEngine.UI.Image> ();
            for (int i = 0; i < images.Length; i++)
            {
                if (images [i].name == "Background")
                {
                    if (index == 0)
                    {
                        images [i].color = Color.green;
                    }
                    else
                    {
                        images [i].color = Color.black;
                    }
                }
            }
        }

        this.lslScript.setMarker("eval_start_1_stress_1");
        this.startTime = Time.time;
    }
예제 #3
0
    void Start()
    {
        GameObject stressCanvas = GameObject.Find("Canvas_stress");

        if (stressCanvas)
        {
            stressCanvas.SetActive(false);
        }

        GameObject emptyObject = GameObject.Find("dataSaver");

        dataSaverScript = emptyObject.GetComponent <dataSaver> ();
        if (dataSaverScript.getIsLastPractice())
        {
            timeLimit = int.MaxValue;
        }
        this.lslScript   = dataSaverScript.getLslScript();
        currentItemIndex = 0;

        findAllObjects();
        findAllComponents();

        this.sliderTemporalComponent.onValueChanged.AddListener(delegate {
            temporalValueChanged();
        });
        this.sliderPhysicalComponent.onValueChanged.AddListener(delegate {
            physicalValueChanged();
        });
        this.sliderMentalComponent.onValueChanged.AddListener(delegate {
            mentalValueChanged();
        });
        this.sliderEffortComponent.onValueChanged.AddListener(delegate {
            effortValueChanged();
        });
        this.sliderFrustrationComponent.onValueChanged.AddListener(delegate {
            frustrationValueChanged();
        });
        this.sliderPerformanceComponent.onValueChanged.AddListener(delegate {
            performaceValueChanged();
        });

        // paint in green the active slider (the first one), and the rest in black
        items = new Slider[] { sliderMentalComponent, sliderPhysicalComponent, sliderTemporalComponent,
                               sliderPerformanceComponent, sliderEffortComponent, sliderFrustrationComponent };
        int index = 0;

        for (index = 0; index < items.Length; index++)
        {
            UnityEngine.UI.Image[] images = items [index].GetComponentsInChildren <UnityEngine.UI.Image> ();
            for (int i = 0; i < images.Length; i++)
            {
                if (images [i].name == "Background")
                {
                    if (index == 0)
                    {
                        images [i].color = Color.green;
                    }
                    else
                    {
                        images [i].color = Color.black;
                    }
                }
            }
        }
        this.lslScript.setMarker("eval_start_1_load_1");

        this.startTime = Time.time;
    }