IEnumerator GetRelaxationValues() { int count; // 4 * 0.25s == 1 seconds ThetaBetaRatios ratio = new ThetaBetaRatios("Relaxation"); for (count = countMax * 4; count > -1; count--) { ratio.values.Add(emotiv.GetAttention("r")); yield return(new WaitForSeconds(0.250f)); } ratio.CalculateAverages(); ratio.CalculateMedian(); ratio.CalculateMean(); PlayerInfo.relaxationRatios.Add(ratio); }
IEnumerator UpdateAttention() { double sum = 0; double temp = 0; while (!gameObject.GetComponent <GameControlScript> ().isGameOver) { attentionValues.Add(emotiv.GetAttention("a")); if (attentionValues.Count >= 4) { sum = 0; foreach (double value in attentionValues) { sum += value; } temp = sum / attentionValues.Count; if (!double.IsNaN(temp)) { attentionValue = temp; } attentionValues.RemoveRange(0, attentionValues.Count); Debug.Log("AttentionValue: " + attentionValue + ", Threshold: " + PlayerInfo.attentionThreshold); } yield return(new WaitForSeconds(0.250f)); } }