Initialer Upload neues Unity-Projekt

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oxidiert
2025-07-09 11:02:37 +02:00
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using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Linq;
public class personCollider : MonoBehaviour {
private string subID2_file = "E:/_EXPERIMENTS/Participant_ID.txt";
public int participant_id;
public string subID2;
public int trialnr;
public string equation;
public bool computer_correct;
private recording rec_script;
private float length_experiment = 600f;
private bool english = false;
public GameObject tile;
#region Dimensions
public float room_dim_z = 3f;
public float room_dim_x = 5f;
public int tiles_x_nr = 5;
public int tiles_z_nr = 5;
private float tile_x_scale;
private float tile_z_scale;
#endregion
public int deviceIndexController = 1;
public List<GameObject> tiles = new List<GameObject>();
public ArrayList visible = new ArrayList();
public Transform cam;
float triggerTimeout = 0f;
bool Touching = false;
public GameObject text_touching;
public GameObject text_task;
public GameObject text_performance;
public GameObject text_displaytime;
public Transform steam_ref;
private bool active = false;
private bool button_press;
public AudioSource scream;
//AudioNew
public AudioSource Bartok;
public GameObject Controller_right;
public int step = 0;
float Timestamp;
public GameObject text_time;
public GameObject text_perf_other;
private StreamReader theReader;
#region GameVars
private int level = 0; //0: before training //1: training //2: experiment //3:after experiement SHOULDNT THIS BE THE STEP?? THIS ONE ISNT USED
public int subject_id;
public float display_time = 2f; //was 1.5f
public float wrong_answers = 0;
public float correct_answers = 0;
public float perf = 100;
public List<float> runingPerf = new List<float>();
public float runingP;
public bool falling;
public float ITI = 1f; // inter trial interval
public float ITIpvar = 0.5f; //percentage of the ITI for variance
public int right2wrongP = 5; //percentage of right answers that will be considered as wrong (from 0 to 100).
public int number_falls = 0; //Number of falls
#endregion
// Use this for initialization
void Start()
{
subject_id = UnityEngine.Random.Range(10000, 99999);
trialnr = 0;
tile_exploding = "null";
//read sub ID 2
theReader = new StreamReader(subID2_file, Encoding.Default);
subID2 = theReader.ReadLine();
rec_script = this.gameObject.GetComponent<recording>();
makeTiles();
deviceIndexController = (int)Controller_right.GetComponent<SteamVR_TrackedObject>().index;
//deloted print("DEVICEID: " + deviceIndexController);
step = 0;
if(english) text_performance.GetComponent<TextMesh>().text = "Your performance: %";
else text_performance.GetComponent<TextMesh>().text = "Votre performance: %";
if (english) text_perf_other.GetComponent<TextMesh>().text = "Other players average: 73%";
else text_perf_other.GetComponent<TextMesh>().text = "Moyennes des autres joueurs: 73%";
}
void makeTiles()
{
tile_x_scale = (room_dim_x / tiles_x_nr) / 10f;
tile_z_scale = (room_dim_z / tiles_z_nr) / 10f;
int count = 0;
//3.50m x 6.00 meter = 7 * 12 tiles = 84 TILES
for (int i = 0; i < tiles_x_nr; i++)
{
for (int j = 0; j < tiles_z_nr; j++)
{
count++;
Vector3 scale = new Vector3(tile_x_scale * 0.99f, 1f, tile_z_scale * 0.99f);
Vector3 pos = new Vector3((i) - room_dim_x / 2 + 0.5f, 0f, (j) - room_dim_z / 2 + 0.5f);
GameObject new_tile = Instantiate(tile, pos, Quaternion.identity);
new_tile.name = "tile_" + count.ToString();
new_tile.transform.localScale = scale;
tiles.Add(new_tile);
visible.Add(true);
}
}
}
void Destroy_all_tiles_and_make_new() {
while (tiles.Count > 0)
{
GameObject tile2destroy = tiles[0];
tiles.Remove(tile2destroy);
tile2destroy.SetActive(false);
Destroy(tile2destroy);
}
makeTiles();
}
public string tile_exploding;
public IEnumerator new_task()
{
rec_script.start_recording();
trialnr++;
//difficult level 1
int no1 = UnityEngine.Random.Range(0, 100);
int no2 = UnityEngine.Random.Range(0, 100);
button_press = false;
int cor_res = no1 - no2;
int rand = UnityEngine.Random.Range(-10, 10);
//if (rand == 0) rand = 7;
int fake_res = no1 - no2 + rand;
int play_cor = UnityEngine.Random.Range(0, 2);
//deloted print("corr: " + play_cor.ToString());
tile_exploding = "null";
//computer correct
if (play_cor == 1) {
computer_correct = true;
equation = no1.ToString() + " - " + no2.ToString() + " = " + cor_res.ToString();
text_task.GetComponent<TextMesh>().text = equation;
text_task.SetActive(true);
yield return new WaitForSeconds(display_time);
if (button_press)
{
if(english)text_task.GetComponent<TextMesh>().text = "Correct answer!";
else text_task.GetComponent<TextMesh>().text = "Réponse correcte!";
correct_answers++;
runingPerf.Add(1);
}
else
{
if(english)text_task.GetComponent<TextMesh>().text = "Wrong answer!";
else text_task.GetComponent<TextMesh>().text = "Réponse incorrecte!";
wrong_answers++;
runingPerf.Add(0);
int rando = UnityEngine.Random.Range(0, tiles.Count);
if (step == 2)
{
tile_exploding = tiles[rando].name;
StartCoroutine(tiles[rando].GetComponent<tile>().action());
}
}
}
//computer false
if (play_cor == 0)
{
computer_correct = false;
equation = no1.ToString() + " - " + no2.ToString() + " = " + fake_res.ToString();
text_task.GetComponent<TextMesh>().text = equation;
text_task.SetActive(true);
yield return new WaitForSeconds(display_time);
if (button_press)
{
if(english)text_task.GetComponent<TextMesh>().text = "Wrong answer!";
else text_task.GetComponent<TextMesh>().text = "Réponse incorrecte!";
wrong_answers++;
runingPerf.Add(0);
int rando = UnityEngine.Random.Range(0, tiles.Count);
if (step == 2) {
tile_exploding = tiles[rando].name;
StartCoroutine(tiles[rando].GetComponent<tile>().action());
}
}
else
{
if(english)text_task.GetComponent<TextMesh>().text = "Correct answer!";
else text_task.GetComponent<TextMesh>().text = "Réponse correcte!";
correct_answers++;
runingPerf.Add(1);
}
}
//yield return new WaitForSeconds(display_time);
yield return new WaitForSeconds(0.8f);
//perf = (((float)correct_answers / ((float)wrong_answers + (float)correct_answers))*100f)*2-100f;
perf = (((float)correct_answers / ((float)wrong_answers + (float)correct_answers)) * 100f);
// Calculates running performance based on the last 10 items.
int runingPerfNumber = 5;
if(runingPerf.Count < runingPerfNumber)
{
runingP = runingPerf.Average();
}
else
{
runingP = runingPerf.Skip(runingPerf.Count - runingPerfNumber).ToList().Average();
}
//if (perf < 0) {
// if(english)text_performance.GetComponent<TextMesh>().text = "your performance: 0 %";
// else text_performance.GetComponent<TextMesh>().text = "votre performance: 0 %";
//}
if (1 == 2) { }
else
{
//perf = runingP*100; //Activate for switch for displaing running average instead of average
if (english)text_performance.GetComponent<TextMesh>().text = "Your performance: " + perf.ToString("n0") + "%";
else text_performance.GetComponent<TextMesh>().text = "Votre performance: " + perf.ToString("n0") + "%";
}
//Can be used to visualize current display time, for testing. NB! Must activate Mesh Render for object -> Camera (head) "displaytime"
//text_displaytime.GetComponent<TextMesh>().text = "Your time: " + display_time.ToString("n");
//if (perf > 20f && display_time>0.8f) { display_time = display_time - 0.07f;}
//if (perf < 0f) { display_time = display_time + 0.07f; }
if (runingP*100 > 60f && display_time > 0.8f) {display_time = display_time - 0.1f;} // runingP instead of perf. was - 0.07f
if (runingP*100 < 55f || display_time > 3f) { display_time = display_time + 0.1f;}
//Changes display color for Performance, Red if below 73%, green if above
if(perf > 73f)
text_performance.GetComponent<TextMesh>().color = Color.green;
else
text_performance.GetComponent<TextMesh>().color = Color.red;
//if ((length_experiment - (Time.time - Timestamp)) < 60f) display_time = 0.8f;
print("DISPLAY: " + display_time);
text_task.SetActive(false);
//yield return new WaitForSeconds(display_time);
//Inter Trial Interval
float ITIvar = UnityEngine.Random.Range(-ITI * ITIpvar, ITI * ITIpvar);
if (step != 2)
{
ITIvar = 0;
}
yield return new WaitForSeconds(ITI + ITIvar);
//yield return null;
if ((length_experiment - (Time.time - Timestamp)) > 0f) {
rec_script.stop_recording();
rec_script.write_file();
while (!rec_script.done_writing) { yield return null; }
StartCoroutine(new_task());
}
else
{
if (english) text_task.GetComponent<TextMesh>().text = "End";
else text_task.GetComponent<TextMesh>().text = "Fin";
text_task.SetActive(true);
}
}
public bool training = false;
void Update()
{
//deloted print("Step: " + step);
//deloted print("DEVICE: " + deviceIndexController);
//deviceIndexController = (int)Controller_right.GetComponent<SteamVR_TrackedObject>().index;
text_time.GetComponent<TextMesh>().text = (length_experiment - (Time.time-Timestamp)).ToString("n0");
transform.position = new Vector3(cam.position.x, transform.position.y, cam.position.z);
if (SteamVR_Controller.Input(deviceIndexController).GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
{
//deloted print("Trigger pressed.");
button_press = true;
//StartCoroutine(tiles[Random.Range(0, tiles.Count)].GetComponent<tile>().action());
}
if (step==0 && (Input.GetKeyUp("space")|| SteamVR_Controller.Input(deviceIndexController).GetPressUp(SteamVR_Controller.ButtonMask.Grip)))
{
step = -1;
StopAllCoroutines();
StartCoroutine("start_Training");
}
if (step == 1 && (Input.GetKeyUp("space") || SteamVR_Controller.Input(deviceIndexController).GetPressUp(SteamVR_Controller.ButtonMask.Grip)))
{
step = -1;
StopAllCoroutines();
StartCoroutine("start_Experiment");
}
if (triggerTimeout > 0)
{
triggerTimeout -= Time.deltaTime;
if (triggerTimeout <= 0)
{
triggerTimeout = 0f;
Touching = false;
collision_obj = "null";
}
}
if (Touching) { text_touching.SetActive(true); }
else
{
text_touching.SetActive(false);
//print("not touching");
if (!fall_active && step==2)
{
StartCoroutine(fall());
}
}
}
public bool fall_active = false;
public IEnumerator start_Training()
{
if(english)text_task.GetComponent<TextMesh>().text = "Training will start!";
else text_task.GetComponent<TextMesh>().text = "Début de l'entraînement!";
text_task.SetActive(true);
yield return new WaitForSeconds(1.5f);
text_task.SetActive(false);
step = 1;
training = true;
Timestamp = Time.time;
StartCoroutine("new_task");
}
public IEnumerator start_Experiment()
{
step = 2;
display_time = 2; //1.5f
perf = 100; //restart performance when experiment starts
training = false;
//AudioNew
if (!Bartok.isPlaying) Bartok.Play();
if (english) text_task.GetComponent<TextMesh>().text = "Starting Experiment.";
else text_task.GetComponent<TextMesh>().text = "Début de l'expérience";
text_task.SetActive(true);
yield return new WaitForSeconds(1.5f);
text_task.SetActive(false);
yield return new WaitForSeconds(1.5f);
Timestamp = Time.time;
StartCoroutine("new_task");
}
public IEnumerator fall()
{
print("START Couroutine Fall");
fall_active = true;
number_falls++; //add one to falls
if (!scream.isPlaying) scream.Play();
float vel = 0;
while (steam_ref.position.y > -10f)
{
vel = 0.001f + vel * 1.2f;
steam_ref.position = new Vector3(0f, -vel, 0f);
yield return new WaitForSeconds(0.016f);
}
scream.Stop();
if (!GetComponent<AudioSource>().isPlaying) GetComponent<AudioSource>().Play();
yield return new WaitForSeconds(0.01f);
Destroy_all_tiles_and_make_new();
yield return new WaitForSeconds(0.01f);
steam_ref.position = new Vector3(0f,0f,0f);
//yield return new WaitForSeconds(10f);
fall_active = false;
print("STOP Couroutine Fall");
}
void OnTriggerStay(Collider col)
{
//print("trigger");
collision_obj = col.name;
Touching = true;
triggerTimeout = 0.1f; //(or whatever is appropriate for a timeout value for your project)
}
public String collision_obj;
void OnCollisionStay() {
//print("Touching");
//Touching = true;
//triggerTimeout = 0.1f; //(or whatever is appropriate for a timeout value for your project)
}
}