public override void onStart(object sender, ApollonEngine.EngineEventArgs arg) { // check if directories exist if (!System.IO.Directory.Exists(this.ExperimentationPath)) { System.IO.Directory.CreateDirectory(this.ExperimentationPath); } } /* onStart() */
private void OnEngineFixedUpdate(object sender, ApollonEngine.EngineEventArgs arg) { // ForceSeatMI - BEGIN // Use extra parameters to generate custom effects, for exmp. vibrations. They will NOT be // filtered, smoothed or processed in any way. this.m_handle.m_FSMI_CommandExtraParameters.yaw = 0.0f; this.m_handle.m_FSMI_CommandExtraParameters.pitch = 0.0f; this.m_handle.m_FSMI_CommandExtraParameters.roll = 0.0f; this.m_handle.m_FSMI_CommandExtraParameters.sway = 0.0f; this.m_handle.m_FSMI_CommandExtraParameters.heave = 0.0f; this.m_handle.m_FSMI_CommandExtraParameters.surge = 0.0f; this.m_handle.m_FSMI_UnityAPI.AddExtra(this.m_handle.m_FSMI_CommandExtraParameters); this.m_handle.m_FSMI_UnityAPI.Update(UnityEngine.Time.fixedDeltaTime); // ForceSeatMI - END } /* OnEngineFixedUpdate() */
} /* getCurrentCounterStatusInfo() */ public override void onUpdate(object sender, ApollonEngine.EngineEventArgs arg) { // base call base.onUpdate(sender, arg); } /* onUpdate() */
} /* getAllInactive() */ #endregion #region abstract manager implementation public override void onStart(object sender, ApollonEngine.EngineEventArgs arg) { // default this.setActive(GameplayIDType.WorldElement); } /* onStart() */
public override void onStart(object sender, ApollonEngine.EngineEventArgs arg) { }
} /* getAllInactive() */ #endregion #region abstract manager implementation public override void onStart(object sender, ApollonEngine.EngineEventArgs arg) { // default this.setActive(FrontendIDType.None); } /* onStart() */
// Callback methods public virtual void onStart(object sender, ApollonEngine.EngineEventArgs arg) { /* nothing by default */ }
} /* DoSleep() */ #endregion #region abstract method public virtual void onUpdate(object sender, ApollonEngine.EngineEventArgs arg) { // check request if (_trial_requested) { // start chrono this._trial_chrono.Start(); // inactivate everything first // frontend.ApollonFrontendManager.Instance.setInactive(frontend.ApollonFrontendManager.FrontendIDType.All); // gameplay.ApollonGameplayManager.Instance.setInactive(gameplay.ApollonGameplayManager.GameplayIDType.All); // reset request & raise running this._trial_requested = false; this._trial_chrono_is_running = true; // dbg UnityEngine.Debug.Log( "<color=Blue>Info: </color> ApollonAbstractExperimentProfile.onUpdate() : trial requested [" + this._trial_sleep_duration + "ms]" ); } /* if () */ // check chrono && start a certain amount of time after session begin exept for the first one if ((this._trial_chrono_is_running) && ( (this._trial_chrono.ElapsedMilliseconds >= this._trial_sleep_duration) || (this._trial_requested_type == TrialType.First) ) ) { // stop & reset chrono then fall running this._trial_chrono.Stop(); this._trial_chrono.Reset(); this._trial_chrono_is_running = false; // raise corresponding signal switch (this._trial_requested_type) { case TrialType.First: { // dbg UnityEngine.Debug.Log( "<color=Blue>Info: </color> ApollonAbstractExperimentProfile.onUpdate() : first trial will begin now !" ); // call ApollonExperimentManager.Instance.Session.FirstTrial.Begin(); break; } /* case TrialType.First */ case TrialType.Next: { // dbg UnityEngine.Debug.Log( "<color=Blue>Info: </color> ApollonAbstractExperimentProfile.onUpdate() : next trial will begin now !" ); // call ApollonExperimentManager.Instance.Session.BeginNextTrial(); break; } /* case TrialType.Next */ case TrialType.End: { // dbg UnityEngine.Debug.Log( "<color=Blue>Info: </color> ApollonAbstractExperimentProfile.onUpdate() : session will end now !" ); // call ApollonExperimentManager.Instance.Session.End(); break; } /* case TrialType.End */ case TrialType.Undefined: default: { // dbg UnityEngine.Debug.LogError( "<color=Red>Info: </color> ApollonAbstractExperimentProfile.onUpdate() : switch on Undefined value, this should never happen..." ); break; } /* case TrialType.Undefined || default */ } /* switch() */ // finally, reset this._trial_requested_type = TrialType.Undefined; } /* if () */ } /* onUpdate() */