//Helper functions start
        //---------------------------------------------------------
        //---------------------------------------------------------

        /// <summary>
        /// MeasureAllGames is called when all games end. It will call methods of
        /// evaluating scores for all abilities.
        /// </summary>
        private static void MeasureAllGames()
        {
            // Measure abilities for Balloons
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetPlayBalloons)
            {
                PointingMeasure.EvaluateBalloonsScore();
                SelectiveVisualMeasure.EvaluateBalloonsScore();
                InhibitionMeasure.EvaluateBalloonsScore();
            }

            // Measure abilities for Squares
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetPlaySquares)
            {
                SelectiveVisualMeasure.EvaluateSquaresScore();
                VisuospatialSketchpadMeasure.EvaluateSquaresScore();
            }

            // Measure abilities for Catch The Thief
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetPlayCTF)
            {
                InhibitionMeasure.EvaluateCTFScore();
                SelectiveVisualMeasure.EvaluateCTFScore();
            }

            // Measure abilities for ImageHit
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetPlayImageHit)
            {
                ObjectRecognitionMeasure.EvaluateImageHitScore();
                InhibitionMeasure.EvaluateImageHitScore();
                SelectiveVisualMeasure.EvaluateImageHitScore();
            }

            // Measure abilities for Catch The Ball
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetCatchTheBall)
            {
                TimeToContact.EvaluateCatchTheBallScore();
            }

            // Measure abilities for Save One Ball
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetSaveOneBall)
            {
                TimeToContact.EvaluateSaveOneBallScore();
            }

            // Measure abilities for Judge The Ball
            // If the game has been played, do the measurement; else don't do the measurement
            if (!notYetJudgeTheBall)
            {
                TimeToContact.EvaluateJudgeTheBallScore();
            }
        }
Пример #2
0
            public IEnumerator WHEN_EvaluateBalloonsScoreFunctionCalled_BalloonsSubScoreDerived()
            {
                ClearSelectiveVisualMeasure();

                // Call tested function
                SelectiveVisualMeasure.EvaluateBalloonsScore();

                yield return(null);

                Assert.AreEqual(AbilityName.SELECTIVE_VISUAL, SelectiveVisualMeasure.subScoreBalloons.AbilityName);
                Assert.AreEqual(GameName.BALLOONS, SelectiveVisualMeasure.subScoreBalloons.GameName);
                Assert.AreEqual(0, SelectiveVisualMeasure.subScoreBalloons.Score);
                Assert.AreEqual(2, SelectiveVisualMeasure.subScoreBalloons.Weight);
            }
Пример #3
0
            public IEnumerator TestBalloonsScore_MoveTimeIsTimeInClicks()
            {
                ClearSelectiveVisualMeasure();

                // Add balloonRound to balloonsData
                SelectiveVisualMeasure.balloonsData.Rounds.Add(balloonRound);
                // Call Evaluate function
                SelectiveVisualMeasure.EvaluateBalloonsScore();
                int score_normal = SelectiveVisualMeasure.subScoreBalloons.Score;

                ClearSelectiveVisualMeasure();

                // Add balloonRound_longTimeInClicks to balloonsData
                SelectiveVisualMeasure.balloonsData.Rounds.Add(balloonRound_longTimeInClicks);
                // Call Evaluate function
                SelectiveVisualMeasure.EvaluateBalloonsScore();
                int score_longTimeInClicks = SelectiveVisualMeasure.subScoreBalloons.Score;

                yield return(null);

                // Test that long destination click time should result a lower score
                Assert.IsTrue(score_normal > score_longTimeInClicks);
            }
Пример #4
0
            public IEnumerator TestBalloonsScore_ShortestPossibleDestinationClickTime()
            {
                ClearSelectiveVisualMeasure();

                // Add balloonRound to balloonsData
                SelectiveVisualMeasure.balloonsData.Rounds.Add(balloonRound);
                // Call Evaluate function
                SelectiveVisualMeasure.EvaluateBalloonsScore();
                int score_normal = SelectiveVisualMeasure.subScoreBalloons.Score;

                ClearSelectiveVisualMeasure();

                // Add balloonRound_shortestPossibleDestClickTime to balloonsData
                SelectiveVisualMeasure.balloonsData.Rounds.Add(balloonRound_shortestPossibleDestClickTime);
                // Call Evaluate function
                SelectiveVisualMeasure.EvaluateBalloonsScore();
                int score_shortestDesClickTime = SelectiveVisualMeasure.subScoreBalloons.Score;

                yield return(null);

                // Test that shortest possible destination click time should result a higher score
                Assert.IsTrue(score_normal < score_shortestDesClickTime);
            }