示例#1
0
    // Update is called once per frame
    void Update()
    {
        switch (currState)
        {
        case GameState_Enum.STATE_CIRCLESHOWING:
            StateFunc.CircleShowing();
            break;

        case GameState_Enum.STATE_INCIRCLE:
            StateFunc.InCircle();
            break;

        case GameState_Enum.STATE_OUTCIRCLE:
            StateFunc.OutCircle();
            break;

        case GameState_Enum.STATE_TRIALSUCCEED:
            StateFunc.TaskSucceed();
            break;

        case GameState_Enum.STATE_TRIALFAIL:
            StateFunc.TaskFail();
            break;

        case GameState_Enum.STATE_BREAK:
            StateFunc.Break();
            break;

        case GameState_Enum.STATE_NULL:
            break;
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (EMG.IsConnected())
        {
            EMG.Update();
        }

        switch (currState)
        {
        case GameState_Enum.STATE_CMD2ROBOT:
            StateFunc.Cmd2Robot();
            break;

        case GameState_Enum.STATE_MOVE2START:
            StateFunc.Move2Start();
            break;

        case GameState_Enum.STATE_TRIALSTART:
            StateFunc.TrialStart();
            break;

        case GameState_Enum.STATE_INCIRCLE:
            StateFunc.InCircle();
            break;

        case GameState_Enum.STATE_OUTCIRCLE:
            StateFunc.OutCircle();
            break;

        case GameState_Enum.STATE_TRIALSUCCEED:
            StateFunc.TaskSucceed();
            break;

        case GameState_Enum.STATE_BREAK:
            StateFunc.Break();
            break;

        case GameState_Enum.STATE_BLOCKSET:
            StateFunc.BlockSet();
            break;

        case GameState_Enum.NULL:
            break;
        }
    }