Exemplo n.º 1
0
    private void Awake()
    {
        if (PlayerPrefs.GetInt("Recording") == 1)
        {
            _isRecording = true;
        }

        UnityEngine.Debug.Log(_isRecording);

        _logDir = Path.Combine(Application.dataPath, "PlayerRecordings");

        if (!Directory.Exists(_logDir))
        {
            Directory.CreateDirectory(_logDir);
        }

        playerData = new PlayerData();
        playerData.headDataList    = new List <PlayerData.HeadData>();
        playerData.evidenceList    = new List <PlayerData.Evidence>();
        playerData.observationList = new List <PlayerData.LookingBehaviour>();
        playerData.timeStampList   = new List <string>();
        playerData.pNumber         = PlayerPrefs.GetInt("Participant Number");
        playerData.condition       = PlayerPrefs.GetString("Condition");

        _logFile = string.Format("log{0}-PNum{1}_Con_{2}.json",
                                 System.DateTime.Now.ToString("dd-MM-yyyy"),
                                 playerData.pNumber, playerData.condition);
        _logFilePath = Path.Combine(_logDir, _logFile);

        _stopwatch   = new Stopwatch();
        _head        = new PlayerData.HeadData();
        evidenceData = new PlayerData.Evidence();
        lookingData  = new PlayerData.LookingBehaviour();

        UnityEngine.Debug.Log("Log files stored to: " + _logDir);
    }
Exemplo n.º 2
0
    private void OnApplicationQuit()
    {
        if (PlayerPrefs.GetString("Condition").Equals("HitAndRun"))
        {
            foreach (KeyValuePair <string, string> item in RayHitEvidence._evidenceTable)
            {
                lookingData      = new PlayerData.LookingBehaviour();
                lookingData.name = item.Key;
                lookingData.time = item.Value;
                playerData.observationList.Add(lookingData);
            }
        }

        if (_isRecording)
        {
            if (DataHandler.instance.isWatchRunning())
            {
                DataHandler.instance.endRecordingEvidence();
            }

            UnityEngine.Debug.Log("Exiting application and writing to file.");
            WriteToFile();
        }
    }