Actually comment the code
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@ -34,6 +34,7 @@ public class ExperimentController : MonoBehaviour {
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UnityEngine.Debug.Log(platform);
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UnityEngine.Debug.Log(platform);
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string response = "";
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string response = "";
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UnityEngine.Debug.Log(Application.persistentDataPath);
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UnityEngine.Debug.Log(Application.persistentDataPath);
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//Load Trial data from server
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using (WebClient client = new WebClient())
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using (WebClient client = new WebClient())
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{
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{
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string endpoint = "http://<URL OF SERVER INSTANCE>" + platform;
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string endpoint = "http://<URL OF SERVER INSTANCE>" + platform;
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@ -45,6 +46,7 @@ public class ExperimentController : MonoBehaviour {
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playerCamera = GameObject.FindGameObjectsWithTag("MainCamera")[0];
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playerCamera = GameObject.FindGameObjectsWithTag("MainCamera")[0];
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trialIndex = 0;
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trialIndex = 0;
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trialDotIndex = 0;
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trialDotIndex = 0;
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//Hide all the non-start dots and the DONE text
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foreach (GameObject go in GameObject.FindGameObjectsWithTag("Dot"))
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foreach (GameObject go in GameObject.FindGameObjectsWithTag("Dot"))
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{
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{
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dots.Add(go);
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dots.Add(go);
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@ -67,6 +69,7 @@ public class ExperimentController : MonoBehaviour {
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public void NextDot()
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public void NextDot()
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{
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{
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//Stop the timer if it is running.
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if (stopwatch.IsRunning)
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if (stopwatch.IsRunning)
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{
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{
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stopwatch.Stop();
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stopwatch.Stop();
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@ -74,8 +77,10 @@ public class ExperimentController : MonoBehaviour {
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stopwatch.Reset();
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stopwatch.Reset();
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double angle = Vector3.Angle(nextDot.transform.position, playerCamera.transform.position);
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double angle = Vector3.Angle(nextDot.transform.position, playerCamera.transform.position);
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//double distance = Vector3.Distance(nextDot.transform.position, startDot.transform.position);
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//double distance = Vector3.Distance(nextDot.transform.position, startDot.transform.position);
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//Save a sample
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SaveSample(angle, time, false);
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SaveSample(angle, time, false);
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}
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}
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//Advance to the next dot and make it visible, while hiding the start dot.
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if (trialDotIndex < participant.trials[trialIndex].Length)
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if (trialDotIndex < participant.trials[trialIndex].Length)
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{
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{
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@ -84,10 +89,12 @@ public class ExperimentController : MonoBehaviour {
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Show(nextDot);
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Show(nextDot);
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Hide(startDot);
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Hide(startDot);
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}
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}
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//Advance to the next trial
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else if(trialIndex < participant.trials.Length)
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else if(trialIndex < participant.trials.Length)
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{
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{
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trialIndex++;
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trialIndex++;
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trialDotIndex = 0;
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trialDotIndex = 0;
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//Save data if we aren't in practice mode.
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if(participant.participantId != 9999) dataSet.SaveDataSet();
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if(participant.participantId != 9999) dataSet.SaveDataSet();
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dataSet.Samples.Clear();
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dataSet.Samples.Clear();
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if (trialIndex < participant.trials.Length && participant.participantId != 9999)
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if (trialIndex < participant.trials.Length && participant.participantId != 9999)
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@ -104,6 +111,7 @@ public class ExperimentController : MonoBehaviour {
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}
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}
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else
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else
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{
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{
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//Save data if we aren't in practice mode.
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if (participant.participantId != 9999) dataSet.SaveDataSet();
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if (participant.participantId != 9999) dataSet.SaveDataSet();
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}
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}
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stopwatch.Start();
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stopwatch.Start();
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@ -111,6 +119,7 @@ public class ExperimentController : MonoBehaviour {
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}
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}
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//Hide current dot, Show start dot, and reset the timer.
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public void BackToStart()
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public void BackToStart()
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{
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{
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stopwatch.Stop();
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stopwatch.Stop();
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@ -118,6 +127,7 @@ public class ExperimentController : MonoBehaviour {
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stopwatch.Reset();
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stopwatch.Reset();
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double angle = Vector3.Angle(nextDot.transform.position, playerCamera.transform.position);
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double angle = Vector3.Angle(nextDot.transform.position, playerCamera.transform.position);
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//double distance = Vector3.Distance(nextDot.transform.position, startDot.transform.position);
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//double distance = Vector3.Distance(nextDot.transform.position, startDot.transform.position);
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//Save a sample
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SaveSample(angle, time, true);
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SaveSample(angle, time, true);
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Hide(nextDot);
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Hide(nextDot);
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Show(startDot);
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Show(startDot);
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@ -126,6 +136,7 @@ public class ExperimentController : MonoBehaviour {
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}
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}
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//Wrapper method to convert the Cardboard way of handling things to the Oculus one.
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public void CardboardWrapper(GameObject go, PointerEventData eventData)
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public void CardboardWrapper(GameObject go, PointerEventData eventData)
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{
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{
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UnityEngine.Debug.Log(eventData.pointerPressRaycast.worldPosition);
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UnityEngine.Debug.Log(eventData.pointerPressRaycast.worldPosition);
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@ -151,6 +162,7 @@ public class ExperimentController : MonoBehaviour {
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{
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{
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Sample sample = new Sample();
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Sample sample = new Sample();
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sample.Angle = angle;
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sample.Angle = angle;
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//Fill in dot distances.
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if(nextDot.name.Contains("Short")){
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if(nextDot.name.Contains("Short")){
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sample.Distance = 500;
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sample.Distance = 500;
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}
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}
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@ -7,7 +7,7 @@ public class Participant
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public string[][] trials;
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public string[][] trials;
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public string inputMethod;
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public string inputMethod;
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public int participantId;
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public int participantId;
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//Parse data from server.
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public Participant(string json)
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public Participant(string json)
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{
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{
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JObject jObject = JObject.Parse(json);
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JObject jObject = JObject.Parse(json);
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