void reset_subject_facing_direction() { mark_direction_practice_item_subject_person set_subject_facing_direction = wooden_fence.GetComponent <mark_direction_practice_item_subject_person> (); set_subject_facing_direction.set_subject_facing_direction(); mark_direction_practice_item_subject_person rotate_person = wooden_fence.GetComponent <mark_direction_practice_item_subject_person> (); rotate_person.person_face_to_center(); show_facing_person(); }
void pureScreen() { // setting Destroy(canvasobject); Destroy(canvasobject2); Destroy(endpoint); //walking_finsih = false; // facing_finish = false; // target_finish = false; if ((exp_stage == 2 & trial_ith_formal_exp_stage2 == 1) | (exp_stage == 3 & trial_ith_formal_exp_stage3 == 1) | (exp_stage == 3 & trial_ith_formal_exp_stage3 == 19)) { endpoint = Instantiate(balloon_base, new Vector3(250, -0.98f, 250), Quaternion.Euler(0, 0, 0)); endpoint.transform.localScale = new Vector3(0.8f, 1, 0.8f); } motion_1_finished = false; motion_2_finished = false; motion_3_finished = false; person_who_head_moved = new List <string> (); person_who_head_NOT_moved = new List <string> (); showed_head_profile = new List <string> (); mark_direction_practice_item_subject_person remove_persons = wooden_fence.GetComponent <mark_direction_practice_item_subject_person> (); remove_persons.remove_persons(); showBackgroundScreen(); pure_duration = UnityEngine.Random.Range(3.0f, 5.0f); if (noITI) { Invoke("fixationScreen", 0.1f); } else { Invoke("fixationScreen", pure_duration); } }
void FixedUpdate() { if (timeRecordForTotal) { Duration_for_total += Time.deltaTime; } if (timeRecordForWalking) { Duration_for_walk += Time.deltaTime; } if (timeRecordForRunning_constantSpeed) { Duration_for_run_constantSpeed += Time.deltaTime; } if (IsExploring) { timeRecordForTotal = true; diff_betw_2Points = subject_response_position - FirstPersonController.m_CharacterController.transform.position; distance_to_center = Vector3.Distance(subject_response_position, FirstPersonController.m_CharacterController.transform.position); if (distance_to_center > 0.25f) // give head motion { if (distance_to_center <= distance_to_center_showing_motion_1 & !motion_1_finished) { motion_1_finished = true; mark_direction_practice_item_subject_person head_movement = wooden_fence.GetComponent <mark_direction_practice_item_subject_person> (); person_who_head_moved.Add(headmovement_order.ElementAt(0)); head_movement.start_headMovement(headmovement_order.ElementAt(0)); } if (distance_to_center <= distance_to_center_showing_motion_2 & !motion_2_finished) { motion_2_finished = true; mark_direction_practice_item_subject_person head_movement = wooden_fence.GetComponent <mark_direction_practice_item_subject_person> (); person_who_head_moved.Add(headmovement_order.ElementAt(0)); head_movement.start_headMovement(headmovement_order.ElementAt(0)); } if (distance_to_center <= distance_to_center_showing_motion_3 & !motion_3_finished) { motion_3_finished = true; mark_direction_practice_item_subject_person head_movement = wooden_fence.GetComponent <mark_direction_practice_item_subject_person> (); person_who_head_moved.Add(headmovement_order.ElementAt(0)); head_movement.start_headMovement(headmovement_order.ElementAt(0)); } // walking & run controller if (distance_to_center > point_to_run) { timeRecordForWalking = true; moving_direction = new Vector3(diff_betw_2Points.normalized.x, -0.1f, diff_betw_2Points.normalized.z); FirstPersonController.m_CharacterController.Move(moving_direction * initial_speed * Time.deltaTime); } else if (distance_to_center <= point_to_run) { //if(!walking_finsih){ // walking_finsih = true; // Application.CaptureScreenshot(trial_ith_formal_exp_stage3 + "_walking.png"); //} timeRecordForWalking = false; // UnityEngine.Debug.Log ("Duration_for_walk" + Duration_for_walk); speedup_duration -= Time.deltaTime; if (speedup_duration > 0) { initial_speed = initial_speed + 0.125f; //+ 0.121f moving_direction = new Vector3(diff_betw_2Points.normalized.x, -0.1f, diff_betw_2Points.normalized.z); FirstPersonController.m_CharacterController.Move(moving_direction * initial_speed * Time.deltaTime); } if (speedup_duration <= 0) { timeRecordForRunning_constantSpeed = true; moving_direction = new Vector3(diff_betw_2Points.normalized.x, -0.1f, diff_betw_2Points.normalized.z); FirstPersonController.m_CharacterController.Move(moving_direction * initial_speed * Time.deltaTime); } } } else { timeRecordForRunning_constantSpeed = false; timeRecordForTotal = false; // UnityEngine.Debug.Log ("Duration_for_run_constantSpeed" + Duration_for_run_constantSpeed); // UnityEngine.Debug.Log ("Duration_for_total" + Duration_for_total); Duration_for_total = 0; Duration_for_walk = 0; Duration_for_run_constantSpeed = 0; // who did not move head? add to list if (headmovement_order.Count != 0) { for (int i = 0; i < headmovement_order.Count; i++) { person_who_head_NOT_moved.Add(headmovement_order.ElementAt(i)); } } IsExploring = false; FirstPersonController.NO_MOVE = true; if ((isIn_formal_exp_stage1 & trial_ith_formal_exp_stage1 < 2) | (isIn_formal_exp_stage2 & trial_ith_formal_exp_stage2 < 2)) { isPausing_inst_walkingEnd = true; } else { walking_end(); } } } }
void prepare_to_walk() { Destroy(canvasobject); Destroy(canvas); // get direction & subject init location if (exp_stage == 1) { which_map = practice_formal_stage1_DataSet[trial_ith_formal_exp_stage1][0]; which_direction = practice_formal_stage1_DataSet[trial_ith_formal_exp_stage1][1]; Number_of_person_move_head = int.Parse(practice_formal_stage1_DataSet[trial_ith_formal_exp_stage1][3]); } if (exp_stage == 2) { which_map = practice_formal_stage2_DataSet[trial_ith_formal_exp_stage2][0]; which_direction = practice_formal_stage2_DataSet[trial_ith_formal_exp_stage2][1]; which_person = practice_formal_stage2_DataSet[trial_ith_formal_exp_stage2][2]; Number_of_person_move_head = int.Parse(practice_formal_stage2_DataSet[trial_ith_formal_exp_stage2][4]); } if (exp_stage == 3) { which_map = practice_formal_stage3_DataSet[trial_ith_formal_exp_stage3][0]; which_direction = practice_formal_stage3_DataSet[trial_ith_formal_exp_stage3][1]; which_person = practice_formal_stage3_DataSet[trial_ith_formal_exp_stage3][2]; Number_of_person_move_head = int.Parse(practice_formal_stage3_DataSet[trial_ith_formal_exp_stage3][4]); } // order for head move & distance to center for head move headmovement_order = new List <string>(); headmovement_order.Add("head_cartoon_person_1"); headmovement_order.Add("head_cartoon_person_2"); headmovement_order.Add("head_cartoon_person_3"); headmovement_order = ShuffleList(headmovement_order); if (Number_of_person_move_head == 0) { distance_to_center_showing_motion_1 = 0; distance_to_center_showing_motion_2 = 0; distance_to_center_showing_motion_3 = 0; } if (Number_of_person_move_head == 1) { distance_to_center_showing_motion_1 = UnityEngine.Random.Range(8, 14f); distance_to_center_showing_motion_2 = 0; distance_to_center_showing_motion_3 = 0; } if (Number_of_person_move_head == 2) { distance_to_center_showing_motion_1 = UnityEngine.Random.Range(11.25f, 14f); distance_to_center_showing_motion_2 = UnityEngine.Random.Range(8, 11.25f); distance_to_center_showing_motion_3 = 0; } if (Number_of_person_move_head == 3) { distance_to_center_showing_motion_1 = UnityEngine.Random.Range(8, 10.3f); distance_to_center_showing_motion_2 = UnityEngine.Random.Range(10.3f, 12.1f); distance_to_center_showing_motion_3 = UnityEngine.Random.Range(12.1f, 14f); } // place map (person position) mark_direction_practice_item_subject_person place_person_map = wooden_fence.GetComponent <mark_direction_practice_item_subject_person>(); place_person_map.place_person_map(); // set subject start position mark_direction_practice_enter_direction_person get_direcion_pool = wooden_fence.GetComponent <mark_direction_practice_enter_direction_person> (); direction_list = get_direcion_pool.setup_enter_direction_pool(); subject_initial_position = direction_list.ElementAt(int.Parse(which_direction) - 1); // start animation mark_direction_practice_item_subject_person start_idle = wooden_fence.GetComponent <mark_direction_practice_item_subject_person>(); start_idle.start_idle(); // person facing to subject mark_direction_practice_item_subject_person person_face_to_initial_position = wooden_fence.GetComponent <mark_direction_practice_item_subject_person>(); person_face_to_initial_position.person_face_to_initial_position(); // subject move and forward FirstPersonController.m_CharacterController.transform.position = subject_initial_position; FirstPersonController.m_Camera.transform.localRotation = Quaternion.Euler(0, 0, 0); FirstPersonController.m_Camera.fieldOfView = 90; FirstPersonController.m_CharacterController.transform.forward = (subject_response_position - subject_initial_position).normalized; if ((isIn_formal_exp_stage1 & trial_ith_formal_exp_stage1 < 2) | (isIn_formal_exp_stage2 & trial_ith_formal_exp_stage2 < 2)) { isPausing_inst_walkingStart = true; } else { Invoke("runStart_init", 0); } }