private void Done() { ++events; if (events == 2) { Debug.Log("Survey was ended by SurveyEnd"); SceneFlowController.LoadNextScene(); } }
void Start() { dialogueUI = GameObject.FindGameObjectWithTag("UIController"); sceneFC = GameObject.FindGameObjectWithTag("GameController").GetComponent <SceneFlowController>(); //LoadCards(); //Time.timeScale = 0.0f; //SetDeckState(true); //ShiftRemainingCards(); }
void Awake() { sceneFC = GameObject.FindGameObjectWithTag("GameController").GetComponent <SceneFlowController>(); audioCS = GameObject.FindGameObjectWithTag("AudioController").GetComponent <AudioControlScript>(); lDefaultPos = lPortPos = leftPortrait.rectTransform.anchoredPosition; rDefaultPos = rPortPos = rightPortrait.rectTransform.anchoredPosition; ConstructDicts(); Reset(); }
public static void StopMission() { if (!GcsSocket.Alive) { Debug.Log("Error: Socket connection could not be established."); SceneFlowController.LoadErrorScene(); } GcsSocket.Emit(STOP_MISSION, ParticipantBehavior.Participant.CurrentMission); }
public static void StartMission() { if (!GcsSocket.Alive) { Debug.Log("Error: Socket connection could not be established."); SceneFlowController.LoadErrorScene(); } GcsSocket.Emit(START_MISSION, ParticipantBehavior.Participant.CurrentMission); Started = true; Lifecycle.EventManager.OnStarted(); }
/// <summary> /// Attempts to create a participant by sending an HTTP request to server and waiting for the response. /// </summary> /// <param name="data"> /// The metadata of the participant such as their group number and proctor name. /// </param> /// <returns></returns> private IEnumerator NewParticipantRequest(ParticipantData data) { var form = new WWWForm(); form.AddField("adaptive", data.Adaptive ? "1" : "0"); form.AddField("transparent", data.Transparent ? "1" : "0"); form.AddField("group_number", data.Group); form.AddField("proctor_name", data.ProctorName); var www = UnityWebRequest.Post(ServerURL.INSERT_PARTICIPANT, form); yield return(www.SendWebRequest()); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); SceneFlowController.LoadErrorScene(); } else { var result = JSON.Parse(www.downloadHandler.text); Debug.Log(result); if (result["failed"].AsBool) { SceneFlowController.LoadErrorScene(); } else { data.Id = result["data"].AsInt; } Participant = new Participant { Data = data, CurrentMission = 1, CurrentSurvey = 1 }; Debug.Log(string.Format( "New Participant Made: Transparency={0} Adaptive={1} Proctor={2}, ID={3}", Participant.Data.Transparent, Participant.Data.Adaptive, Participant.Data.ProctorName, Participant.Data.Id)); EventManager.OnNewParticipantMade(new NewParticipantEventArgs { Data = data }); } }
/* * private void OnGUI() * { * var e = Event.current; * if (e.isKey) * if (e.keyCode == KeyCode.C && hardcodedQueryNumber <= nLoadedQueries) * { * Debug.Log(_queryList.Count); * for (; _questionIndex < _queryList.Count() - 1;) * { ++_questionIndex; * UpdateLiveFeed(); * } * } * } */ private void GoToNextScene() { Debug.Log("Ending Transparency"); EventManager.OnEnd(); SceneFlowController.LoadNextScene(); //Participant.Instance.CurrentSurvey += 1; //SceneManager.getSurveyName(); // SceneManager.LoadScene( // ParticipantBehavior.Instance.CurrentMission == 6 // ? "FinalScene" // : "MissionScene"); //_nextButton.Disable(); }
/// <summary> /// Starts the initialization process for a mission. /// </summary> public static void InitializeMission() { if (!GcsSocket.Alive) { Debug.Log("Error: Socket connection could not be established."); SceneFlowController.LoadErrorScene(); } ; var initializeMissionParameters = string.Format("mission{0}-{1}-{2}-{3}", ParticipantBehavior.Participant.CurrentMission, ParticipantBehavior.Participant.Data.Adaptive ? "true" : "false", ParticipantBehavior.Participant.Data.Id, ParticipantBehavior.Participant.Data.Transparent ? "true" : "false"); Debug.Log("Initializing Mission. Parameters: " + initializeMissionParameters); GcsSocket.Emit(INITIALIZE_MISSION, initializeMissionParameters); Lifecycle.EventManager.OnInitialize(ParticipantBehavior.Participant.CurrentMission); }
public void GatherAnswers(ref List <GameObject> go, ref List <QuestionDetails> surveyQuestionList, int tempSurveyNumber) { _surveyNumber = tempSurveyNumber; foreach (var g in go) { var temp = surveyQuestionList[int.Parse(g.name)]; //Debug.Log(surveyQuestionList[int.Parse(g.name)].QuestionId + //" is question id"); //Debug.Log(surveyQuestionList[int.Parse(g.name)].Type + //" is question type"); switch (temp.QuestionType) { case "FreeResponse": FreeResponseGetAnswer(g, ref temp); break; case "Multiple": MultipleGetAnswer(g, ref temp); break; case "Scalar": ScalarGetAnswer(g, ref temp); break; case "Numerical": NumericGetAnswer(g, ref temp); break; //special cases bellow case "Debrief": Debrief(g, ref temp); //Debug.Log("Debrief"); StartCoroutine(UploadPreferredLvlOfAutonomy(temp)); break; case "Intro": continue; case "Outro": continue; case "IfYesRespond": IfYesRespondGetAnswer(g, ref temp); break; case "IfNoRespond": IfNoRespondGetAnswer(g, ref temp); break; case "IfScalarLessThan3Respond": IfScalarLessThan3RespondGetAnswer(g, ref temp); break; case "TLX": ScaleGetAnswer(g, ref temp); break; case "PickAll": PickAllGetAnswer(g, ref temp); break; } //Debug.Log(surveyQuestionList[int.Parse(g.name)].SelectedAnswer + // " is answer"); UploadQuery(ref temp); //Debug.Log(currentDetails.QuestionString + " is question string"); //Debug.Assert(false, "Question type does not exist"); } //Debug.Log("End of Survey"); //Will go back to the QueryScene EventManager.OnEnd(); SceneFlowController.LoadNextScene(); }