FittsLaw/Assets/Scripts/ExperimentController.cs

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using System;
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using System.Collections.Generic;
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using System.Text;
using UnityEngine;
public class ExperimentController : MonoBehaviour {
GameObject startDot;
GameObject nextDot;
int trialIndex;
int trialDotIndex;
Participant participant;
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List<GameObject> dots = new List<GameObject>();
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// Use this for initialization
void Start () {
//FOR THE LOVE OF GOD FUCKING DELETE THIS, SERIOUSLY CHRIS DON'T YOU DARE FORGET
string fuck = "ewoidHJpYWxzIiA6IFsKICBbIkxlZnRMb25nIiwiUmlnaHRNZWRpdW0iLCJMZWZ0U2hvcnQiLCJVcE1lZGl1bSIsIlVwTG9uZyIsIlJpZ2h0U2hvcnQiXSwKICBbIlVwU2hvcnQiLCJSaWdodExvbmciLCJMZWZ0TWVkaXVtIiwiUmlnaHRNZWRpdW0iLCJMZWZ0TG9uZyIsIlVwTG9uZyJdLAogIFsiUmlnaHRTaG9ydCIsIlVwTWVkaXVtIiwiTGVmdE1lZGl1bSIsIkxlZnRTaG9ydCIsIlJpZ2h0TG9uZyIsIlVwU2hvcnQiXSwKICBbIkxlZnRMb25nIiwiUmlnaHRNZWRpdW0iLCJMZWZ0U2hvcnQiLCJVcE1lZGl1bSIsIlVwTG9uZyIsIlJpZ2h0U2hvcnQiXSwKICBbIlVwU2hvcnQiLCJSaWdodExvbmciLCJMZWZ0TWVkaXVtIiwiUmlnaHRNZWRpdW0iLCJMZWZ0TG9uZyIsIlVwTG9uZyJdLAogIFsiUmlnaHRTaG9ydCIsIlVwTWVkaXVtIiwiTGVmdE1lZGl1bSIsIkxlZnRTaG9ydCIsIlJpZ2h0TG9uZyIsIlVwU2hvcnQiXSwKICBbIkxlZnRMb25nIiwiUmlnaHRNZWRpdW0iLCJMZWZ0U2hvcnQiLCJVcE1lZGl1bSIsIlVwTG9uZyIsIlJpZ2h0U2hvcnQiXSwKICBbIlVwU2hvcnQiLCJSaWdodExvbmciLCJMZWZ0TWVkaXVtIiwiUmlnaHRNZWRpdW0iLCJMZWZ0TG9uZyIsIlVwTG9uZyJdLAogIFsiUmlnaHRTaG9ydCIsIlVwTWVkaXVtIiwiTGVmdE1lZGl1bSIsIkxlZnRTaG9ydCIsIlJpZ2h0TG9uZyIsIlVwU2hvcnQiXQpdLAoicGFydGljaXBhbnRJZCIgOiAxLAoiaW5wdXRNZXRob2QiIDogImNhcmRib2FyZCIKfQo=";
byte[] decodedBytes = Convert.FromBase64String(fuck);
string decodedText = Encoding.UTF8.GetString(decodedBytes);
UnityEngine.Debug.Log(decodedText);
participant = new Participant(decodedText);
startDot = GameObject.Find("StartButton");
trialIndex = 0;
trialDotIndex = 0;
foreach (GameObject go in GameObject.FindGameObjectsWithTag("Dot"))
{
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dots.Add(go);
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Hide(go);
};
}
void Hide(GameObject dot)
{
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dot.SetActive(false);
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}
void Show(GameObject dot)
{
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dot.SetActive(true);
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}
public void NextDot()
{
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nextDot = FindDot(participant.trials[trialIndex][trialDotIndex]);
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trialDotIndex++;
Show(nextDot);
Hide(startDot);
}
public void BackToStart()
{
Hide(nextDot);
//nextDot = GameObject.Find(participant.trials[trialIndex][trialDotIndex]);
Show(startDot);
}
// Update is called once per frame
void Update () {
}
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GameObject FindDot(string name)
{
foreach(GameObject dot in dots)
{
if (dot.name == name) return dot;
}
return null;
}
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}