private void StopMeasurement() { measurementActive = false; UI.SetActive(true); Logger.EndMeasurement(); currentTime = 0; TargetManager.DeactivateTargets(); ObstacleManager.DeactivateAllObstacles(); StopScenario(); }
public static void OnStoreAction(Target target) { Instance.numberOfObjectsSorted++; Instance.statusText.text = "Measurement Active" + "\n" + Instance.numberOfObjectsSorted + " / " + Instance.totalNumberOfObjectsToSort; if (Instance.numberOfObjectsSorted >= Instance.totalNumberOfObjectsToSort) { TargetManager.DeactivateTargets(); ObstacleManager.DeactivateAllObstacles(); TargetManager.MoveAllTargets(); ObstacleManager.MoveObjects(); Instance.numberOfObjectsSorted = 0; Instance.totalNumberOfObjectsToSort = TargetManager.CurrentTargets.Length; //One run finished } }
private void StopScenario() { targetsClicked = -1; statusText.text = "Menu"; switch (SceneHandler.ScenarioType) { case ScenarioType.Menu: break; case ScenarioType.Performance: TargetManager.DeactivateTargets(); break; case ScenarioType.Occlusion: ObstacleManager.DeactivateAllObstacles(); TargetManager.DeactivateTargets(); break; case ScenarioType.Sorting: TargetManager.DeactivateTargets(); ObstacleManager.DeactivateAllObstacles(); break; } }