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OnButton.cs
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140 lines (122 loc) · 3.55 KB
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using UnityEngine;
public class OnButton : MonoBehaviour
{
public ExperimentState expState;
public GameObject leftHandPump;
public GameObject handobj;
public GameObject dialobj;
public AudioSource buttonClickSound;
public bool calibrationMode;
public bool dialVisibleMode;
public bool handVisibleMode;
public bool pauseResume;
public static int calibrationStep = -1;
public static bool calibrate;
public TMPro.TMP_Text debugText;
public TMPro.TMP_Text pauseText;
public Collider myCollider;
private MeshRenderer dialMesh;
private SkinnedMeshRenderer handMesh;
private void Start()
{
pauseText.text = "Pause";
dialMesh = dialobj.GetComponent<MeshRenderer>();
handMesh = handobj.GetComponent<SkinnedMeshRenderer>();
myCollider = GetComponent<Collider>();
}
//private void Update()
//{
//if (calibrationStep == -1)
// debugText.text = "Open hand!";
//else if (calibrationStep == 0)
// debugText.text = "Close hand!";
//else if (calibrationStep == 1)
// debugText.text = "Calibration done!";
//else if (calibrationStep == 2)
// debugText.text = "Repeat calibration?";
//}
private void OnTriggerEnter()
{
if (!calibrationMode)
{
if (!dialVisibleMode)
{
if (!handVisibleMode)
{
//expState.startTrial[0] = 1;
//expState.startTrial[1] = 1;
buttonClickSound.Play();
}
}
}
if (pauseResume)
{
if (expState.pause) // Start again
{
//expState.startTrial[2] = 1;
expState.startExperiment = 1;
expState.pause = false;
pauseText.text = "Pause";
}
else // Pause
{
expState.pause = true;
pauseText.text = "Resume";
}
}
if (calibrationMode)
{
buttonClickSound.Play();
calibrate = true;
calibrationStep++;
//Debug.Log("Calib step: " + calibrationStep.ToString());
if (calibrationStep > 2)
{
GameController_Dial.calibrated = false;
calibrationStep = -1;
}
myCollider.enabled = false;
Invoke("ReactivateCollider", 2f);
}
if (dialVisibleMode)
{
buttonClickSound.Play();
if (!dialMesh.enabled)
{
dialMesh.enabled = true;
}
else if (dialMesh.enabled)
{
dialMesh.enabled = false;
}
}
if (handVisibleMode)
{
buttonClickSound.Play();
if (!handMesh.enabled)
{
handMesh.enabled = true;
}
else if (handMesh.enabled)
{
handMesh.enabled = false;
}
}
// ActivatePump();
}
private void ReactivateCollider()
{
myCollider.enabled = true;
}
private void ActivatePump()
{
if (!leftHandPump.activeInHierarchy)
{
leftHandPump.SetActive(true);
}
else if (leftHandPump.activeInHierarchy)
{
leftHandPump.SetActive(false);
}
}
}