void OpenSubmenu() { // Cursor is disabled coming out of maze scenes Cursor.visible = true; Cursor.lockState = CursorLockMode.None; // QUESTION: Could this be simplified? Still have to line up the right menu w/ the experiment type selected. FirstPanel.SetActive(false); if (ExperimentSettings.IsAP()) { APPanel.SetActive(true); } else if (ExperimentSettings.IsSPT()) { SPTPanel.SetActive(true); } else if (ExperimentSettings.IsTP()) { TPPanel.SetActive(true); } else if (ExperimentSettings.IsCM()) { CMPanel.SetActive(true); } }
static private string NameImageFile() { ExperimentSettings _expInstance = ExperimentSettings.GetInstance(); string imageFileName = _expInstance.FileName + "_" + _expInstance.MazeSettings.TrialName + _expInstance.TrialTracker[_expInstance.MazeSettings.TrialName].ToString() + "_"; if (ExperimentSettings.IsAP() || ExperimentSettings.IsSPT() || ExperimentSettings.IsTP()) { if (_expInstance.MazeSettings.Arrows) { imageFileName += "Arrows_"; } } if (ExperimentSettings.IsCM()) { imageFileName += "Start" + _expInstance.MazeSettings.StartLocationCM + "-"; if (!string.IsNullOrEmpty(_expInstance.MazeSettings.LandmarkGoalCM)) { imageFileName += "Landmark" + _expInstance.MazeSettings.LandmarkGoalCM; } } imageFileName += "_path.png"; return(imageFileName); }
static private List <string> GetExperimentInfo() { List <string> experimentInfo = new List <string>(); ExperimentSettings _expInstance = ExperimentSettings.GetInstance(); experimentInfo.Add(_expInstance.MazeSettings.TrialName + _expInstance.TrialTracker[_expInstance.MazeSettings.TrialName].ToString()); experimentInfo.Add("Maze: " + _expInstance.MazeSettings.MazeName.ToString()); experimentInfo.Add("Trial Number: " + _expInstance.TrialTracker[_expInstance.MazeSettings.TrialName].ToString()); experimentInfo.Add("Experiment Type: " + _expInstance.ExperimentType); if (ExperimentSettings.IsAP() || ExperimentSettings.IsSPT() || ExperimentSettings.IsTP()) { experimentInfo.Add("Arrows: " + _expInstance.MazeSettings.Arrows.ToString()); } if (ExperimentSettings.IsCM()) { experimentInfo.Add("CM Start Location: " + _expInstance.MazeSettings.StartLocationCM); if (!string.IsNullOrEmpty(_expInstance.MazeSettings.StartLocationCM)) { experimentInfo.Add("CM Landmark:" + _expInstance.MazeSettings.LandmarkGoalCM); } } experimentInfo.Add("Distance: " + totalDistance); experimentInfo.Add("Time: " + totalTime); experimentInfo.Add("Avg. Velocity: " + avgVelocity); if (_expInstance.MazeSettings.ReachedEnd && _expInstance.MazeSettings.MazeName != MazeNameEnum.JP) { experimentInfo.Add("Reached End: " + _expInstance.MazeSettings.ReachedEnd.ToString()); } else if (!_expInstance.MazeSettings.ReachedEnd && _expInstance.MazeSettings.MazeName != MazeNameEnum.JP) { experimentInfo.Add("Reached End: False, manual exit"); } experimentInfo.Add("\r\n"); return(experimentInfo); }
public void InitMaze() { if (_expInstance.MazeSettings.MazeName == MazeNameEnum.JP) { Instantiate(player, startLoc.transform); } else if (_expInstance.MazeSettings.MazeName == MazeNameEnum.VME) { Instantiate(player, startLoc.transform); endHall.AddComponent <End> (); text.text = "Please navigate to the end of the hall as quickly as possible\r\n\r\n Hit the spacebar to begin."; } // Load AP, SPT, TP conditions else if (ExperimentSettings.IsAP() || ExperimentSettings.IsSPT() || ExperimentSettings.IsTP()) { if (_expInstance.MazeSettings.Arrows) { text.text = "Please follow the arrows.\r\n\r\nHit the spacebar to begin."; arrows.SetActive(true); } else if (!_expInstance.MazeSettings.Arrows && _expInstance.MazeSettings.MazeName != MazeNameEnum.JP && _expInstance.MazeSettings.MazeName != MazeNameEnum.VME) { text.text = "Please recreate the route.\r\n\r\nHit the spacebar to begin."; arrows.SetActive(false); } if (ExperimentSettings.IsTP() && (_expInstance.MazeSettings.SingleIntro || _expInstance.MazeSettings.MultiIntro)) { text.text = "Please try to remember the order and turn direction.\r\n\r\nHit the spacebar to begin."; } if (_expInstance.MazeSettings.Reverse) { Instantiate(player, endLoc.transform); startHall.AddComponent <End> (); } else { Instantiate(player, startLoc.transform); if (_expInstance.MazeSettings.MazeName != MazeNameEnum.JP) { endHall.AddComponent <End> (); } } } // Load CM conditions if (_expInstance.ExperimentType == ExperimentTypeEnum.CM) { if (_expInstance.MazeSettings.MazeName == MazeNameEnum.TP) { Instantiate(player, startLoc.transform); Debug.Log(_expInstance.MazeSettings.LandmarkGoalCM); if (!string.IsNullOrEmpty(_expInstance.MazeSettings.LandmarkGoalCM)) { landmarks [0].AddComponent <End> (); text.text = "Please locate the landmark.\r\n\r\nHit the spacebar to begin."; } else { text.text = "Please explore the environment.\r\n\r\nHit the spacebar to begin."; } } else if (_expInstance.MazeSettings.MazeName == MazeNameEnum.CM) { Debug.Log(_expInstance.MazeSettings.StartLocationCM); GameObject startLoc = GameObject.Find(_expInstance.MazeSettings.StartLocationCM); Debug.Log(startLoc); Instantiate(player, startLoc.transform); if (!string.IsNullOrEmpty(_expInstance.MazeSettings.LandmarkGoalCM)) { string landmarkName = _expInstance.MazeSettings.LandmarkGoalCM; GameObject landmark = GameObject.Find(landmarkName); GameObject colliderObj = landmark.transform.GetChild(0).gameObject; colliderObj.AddComponent <End> (); text.text = "Please locate the landmark.\r\n\r\nHit the spacebar to begin."; } else { text.text = "Please explore the environment.\r\n\r\nHit the spacebar to begin."; } } } }