public List <float> lightIntensities; //holds tested light intensities, store test light intensities for future use, list length equals times tested public TestPoint(float xRotation, float yRotation, float stimuliRadius, List <float> lightInts) { angles = new FloatAngle(xRotation, yRotation); radius = stimuliRadius; lightIntensities = lightInts; }
TestPoint addStimuli() { FloatAngle newSti = new FloatAngle(0, 0); if (mode == TestMode.LaterGlaucoma) { float x = UnityEngine.Random.Range(-30.0f, 30.0f); float y = UnityEngine.Random.Range(-30.0f, 30.0f); if (x < 2f && x > 0f) { x += 2f; } if (y < 2f && y > 0f) { y += 2f; } if (x > -2f && x < 0f) { x -= 2f; } if (y > -2f && y < 0f) { y -= 2f; } newSti = new FloatAngle(x, y); } else if (mode == TestMode.EarlyGlaucoma) { float x = UnityEngine.Random.Range(-15.0f, 15.0f); float y = UnityEngine.Random.Range(-15.0f, 15.0f); if (x < 2f && x > 0f) { x += 2f; } if (y < 2f && y > 0f) { y += 2f; } if (x > -2f && x < 0f) { x -= 2f; } if (y > -2f && y < 0f) { y -= 2f; } if (x > 5f) { x += 5f; } if (y > 5f) { y += 5f; } if (x < -5f) { x -= 5f; } if (y < -5f) { y -= 5f; } newSti = new FloatAngle(x, y); } List <float> ints = new List <float>(); ints.Add(startLightInt); TestPoint newPoint = new TestPoint(newSti.x, newSti.y, stimuliRadius, ints); return(newPoint); }