633 lines
19 KiB
C#
633 lines
19 KiB
C#
using UnityEngine;
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using System.Collections;
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using UnityEngine.SceneManagement;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Linq;
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public class personCollider : MonoBehaviour {
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private string subID2_file = "C:/AI4Coping/ForestBathing/IMVEST-Stress-Test/ExperimentData/PersonColliderData.txt";
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public int participant_id;
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public string subID2;
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public int trialnr;
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public string equation;
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public bool computer_correct;
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private recording rec_script;
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private float length_experiment = 240f;
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private bool english = false;
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private bool deutsch = true;
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public GameObject tile;
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#region Dimensions
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public float room_dim_z = 3f;
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public float room_dim_x = 5f;
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public int tiles_x_nr = 5;
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public int tiles_z_nr = 5;
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private float tile_x_scale;
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private float tile_z_scale;
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#endregion
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public int deviceIndexController = 1;
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public List<GameObject> tiles = new List<GameObject>();
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public ArrayList visible = new ArrayList();
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public Transform cam;
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float triggerTimeout = 0f;
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bool Touching = false;
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public GameObject text_touching;
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public GameObject text_task;
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public GameObject text_performance;
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public GameObject text_displaytime;
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//public Transform steam_ref;
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//public Camera steam_ref;
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public OVRCameraRig overCameraRig;
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private bool active = false;
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private bool button_press_X;
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private bool button_press_T;
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public AudioSource scream;
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//AudioNew
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public AudioSource Bartok;
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public GameObject Controller_right;
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public int step = 0;
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float Timestamp;
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public GameObject text_time;
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public GameObject text_perf_other;
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private StreamReader theReader;
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#region GameVars
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private int level = 0; //0: before training //1: training //2: experiment //3:after experiement SHOULDNT THIS BE THE STEP?? THIS ONE ISNT USED
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public int subject_id;
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public float display_time = 5f; //was 1.5f
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public float wrong_answers = 0;
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public float correct_answers = 0;
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public float perf = 100;
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public List<float> runingPerf = new List<float>();
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public float runingP;
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public bool falling;
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public float ITI = 1f; // inter trial interval
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public float ITIpvar = 0.5f; //percentage of the ITI for variance
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public int right2wrongP = 5; //percentage of right answers that will be considered as wrong (from 0 to 100).
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public int number_falls = 0; //Number of falls
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#endregion
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// Use this for initialization
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void Start()
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{
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subject_id = UnityEngine.Random.Range(10000, 99999);
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trialnr = 0;
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tile_exploding = "null";
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//read sub ID 2
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// theReader = new StreamReader(subID2_file, Encoding.Default);
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// subID2 = theReader.ReadLine();
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subID2 = "test";
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rec_script = this.gameObject.GetComponent<recording>();
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makeTiles();
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// deviceIndexController = (int)Controller_right.GetComponent<SteamVR_TrackedObject>().index;
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//deloted print("DEVICEID: " + deviceIndexController);
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step = 0;
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if (english)
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text_performance.GetComponent<TextMesh>().text = "Your performance: %";
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else if (deutsch)
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text_performance.GetComponent<TextMesh>().text = "Ihre Leistung: %";
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else
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text_performance.GetComponent<TextMesh>().text = "Votre performance: %";
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if (english)
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text_perf_other.GetComponent<TextMesh>().text = "Other players average: 73%";
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else if (deutsch)
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text_perf_other.GetComponent<TextMesh>().text = "Andere Spieler im Durchschnitt: 73%";
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else
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text_perf_other.GetComponent<TextMesh>().text = "Moyennes des autres joueurs: 73%";
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}
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void makeTiles()
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{
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tile_x_scale = (room_dim_x / tiles_x_nr) / 10f;
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tile_z_scale = (room_dim_z / tiles_z_nr) / 10f;
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int count = 0;
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//3.50m x 6.00 meter = 7 * 12 tiles = 84 TILES
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for (int i = 0; i < tiles_x_nr; i++)
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{
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for (int j = 0; j < tiles_z_nr; j++)
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{
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count++;
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Vector3 scale = new Vector3(tile_x_scale * 0.99f, 1f, tile_z_scale * 0.99f);
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Vector3 pos = new Vector3((i) - room_dim_x / 2 + 0.5f, 0f, (j) - room_dim_z / 2 + 0.5f);
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GameObject new_tile = Instantiate(tile, pos, Quaternion.identity);
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new_tile.name = "tile_" + count.ToString();
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new_tile.transform.localScale = scale;
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tiles.Add(new_tile);
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visible.Add(true);
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}
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}
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}
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void Destroy_all_tiles_and_make_new() {
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while (tiles.Count > 0)
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{
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GameObject tile2destroy = tiles[0];
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tiles.Remove(tile2destroy);
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tile2destroy.SetActive(false);
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Destroy(tile2destroy);
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}
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makeTiles();
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}
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public string tile_exploding;
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public IEnumerator new_task()
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{
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Debug.Log(display_time);
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rec_script.start_recording();
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trialnr++;
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//difficult level 1
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int no1 = UnityEngine.Random.Range(0, 100);
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int no2 = UnityEngine.Random.Range(0, 100);
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//int no2 = no1;
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button_press_X = false;
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button_press_T = false;
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int cor_res = no1 - no2;
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int rand = UnityEngine.Random.Range(-10, 10);
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//if (rand == 0) rand = 7;
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int fake_res = no1 - no2 + rand;
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int play_cor = UnityEngine.Random.Range(0, 2);
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//deloted print("corr: " + play_cor.ToString());
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tile_exploding = "null";
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//computer correct
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if (play_cor == 1) {
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computer_correct = true;
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equation = no1.ToString() + " - " + no2.ToString() + " = " + cor_res.ToString();
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text_task.GetComponent<TextMesh>().text = equation;
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text_task.SetActive(true);
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yield return new WaitForSeconds(display_time);
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if (button_press_T)
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "Correct answer!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Richtige Antwort!";
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else
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text_task.GetComponent<TextMesh>().text = "Réponse correcte!";
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correct_answers++;
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runingPerf.Add(1);
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}
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else if (button_press_X)
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "Wrong answer!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Falsche Antwort!";
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else
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text_task.GetComponent<TextMesh>().text = "Réponse incorrecte!";
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wrong_answers++;
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runingPerf.Add(0);
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if (step == 2)
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{
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int rando = UnityEngine.Random.Range(0, tiles.Count);
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tile_exploding = tiles[rando].name;
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StartCoroutine(tiles[rando].GetComponent<tile>().action());
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}
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}
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else
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "Too late!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Zu spät!";
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else
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text_task.GetComponent<TextMesh>().text = "Réponse incorrecte!";
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wrong_answers++;
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runingPerf.Add(0);
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if (step == 2)
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{
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int rando = UnityEngine.Random.Range(0, tiles.Count);
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tile_exploding = tiles[rando].name;
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StartCoroutine(tiles[rando].GetComponent<tile>().action());
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}
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}
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}
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//computer false
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if (play_cor == 0)
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{
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computer_correct = false;
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equation = no1.ToString() + " - " + no2.ToString() + " = " + fake_res.ToString();
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text_task.GetComponent<TextMesh>().text = equation;
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text_task.SetActive(true);
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yield return new WaitForSeconds(display_time);
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if (button_press_T)
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "Wrong answer!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Falsche Antwort!";
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else
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text_task.GetComponent<TextMesh>().text = "Réponse incorrecte!";
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wrong_answers++;
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runingPerf.Add(0);
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if (step == 2) {
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int rando = UnityEngine.Random.Range(0, tiles.Count);
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tile_exploding = tiles[rando].name;
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StartCoroutine(tiles[rando].GetComponent<tile>().action());
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}
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}
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else if(button_press_X)
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "Correct answer!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Richtige Antwort!";
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else
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text_task.GetComponent<TextMesh>().text = "Réponse correcte!";
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correct_answers++;
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runingPerf.Add(1);
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}
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else
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "Too late!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Zu spät!";
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else
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text_task.GetComponent<TextMesh>().text = "Réponse incorrecte!";
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wrong_answers++;
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runingPerf.Add(0);
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if (step == 2)
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{
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int rando = UnityEngine.Random.Range(0, tiles.Count);
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tile_exploding = tiles[rando].name;
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StartCoroutine(tiles[rando].GetComponent<tile>().action());
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}
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}
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}
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//yield return new WaitForSeconds(display_time);
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yield return new WaitForSeconds(0.8f);
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//perf = (((float)correct_answers / ((float)wrong_answers + (float)correct_answers))*100f)*2-100f;
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perf = (((float)correct_answers / ((float)wrong_answers + (float)correct_answers)) * 100f);
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// Calculates running performance based on the last 10 items.
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int runingPerfNumber = 5;
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if(runingPerf.Count < runingPerfNumber)
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{
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runingP = runingPerf.Average();
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}
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else
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{
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runingP = runingPerf.Skip(runingPerf.Count - runingPerfNumber).ToList().Average();
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}
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//if (perf < 0) {
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// if(english)text_performance.GetComponent<TextMesh>().text = "your performance: 0 %";
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// else text_performance.GetComponent<TextMesh>().text = "votre performance: 0 %";
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//}
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if (1 == 2) { }
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else
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{
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//perf = runingP*100; //Activate for switch for displaing running average instead of average
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if (english)
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text_performance.GetComponent<TextMesh>().text = "Your performance: " + perf.ToString("n0") + "%";
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else if (deutsch)
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text_performance.GetComponent<TextMesh>().text = "Ihre Leistung: " + perf.ToString("n0") + "%";
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else
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text_performance.GetComponent<TextMesh>().text = "Votre performance: " + perf.ToString("n0") + "%";
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}
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//Can be used to visualize current display time, for testing. NB! Must activate Mesh Render for object -> Camera (head) "displaytime"
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//text_displaytime.GetComponent<TextMesh>().text = "Your time: " + display_time.ToString("n");
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//if (perf > 20f && display_time>0.8f) { display_time = display_time - 0.07f;}
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//if (perf < 0f) { display_time = display_time + 0.07f; }
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if (runingP*100 > 60f && display_time > 0.8f) {display_time = display_time - 0.1f;} // runingP instead of perf. was - 0.07f
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if (runingP*100 < 55f || display_time > 3f) { display_time = display_time + 0.1f;}
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//Changes display color for Performance, Red if below 73%, green if above
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if(perf > 73f)
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text_performance.GetComponent<TextMesh>().color = Color.green;
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else
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text_performance.GetComponent<TextMesh>().color = Color.red;
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//if ((length_experiment - (Time.time - Timestamp)) < 60f) display_time = 0.8f;
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print("DISPLAY: " + display_time);
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text_task.SetActive(false);
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//yield return new WaitForSeconds(display_time);
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//Inter Trial Interval
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float ITIvar = UnityEngine.Random.Range(-ITI * ITIpvar, ITI * ITIpvar);
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if (step != 2)
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{
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ITIvar = 0;
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}
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yield return new WaitForSeconds(ITI + ITIvar);
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//yield return null;
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if ((length_experiment - (Time.time - Timestamp)) > 0f) {
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rec_script.stop_recording();
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rec_script.write_file();
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while (!rec_script.done_writing) { yield return null; }
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StartCoroutine(new_task());
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}
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else
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{
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if (english)
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text_task.GetComponent<TextMesh>().text = "End";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Ende";
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else
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text_task.GetComponent<TextMesh>().text = "Fin";
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text_task.SetActive(true);
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}
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}
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public bool training = false;
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void Update()
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{
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//deloted print("Step: " + step);
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//deloted print("DEVICE: " + deviceIndexController);
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//deviceIndexController = (int)Controller_right.GetComponent<SteamVR_TrackedObject>().index;
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text_time.GetComponent<TextMesh>().text = (length_experiment - (Time.time-Timestamp)).ToString("n0");
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transform.position = new Vector3(cam.position.x, transform.position.y, cam.position.z);
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// if (SteamVR_Controller.Input(deviceIndexController).GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
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if (OVRInput.GetDown(OVRInput.RawButton.X) || OVRInput.GetDown(OVRInput.RawButton.A))
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{
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//deloted print("Trigger pressed.");
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button_press_X = true;
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//StartCoroutine(tiles[Random.Range(0, tiles.Count)].GetComponent<tile>().action());
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Debug.Log("X pressed");
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}
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// if (SteamVR_Controller.Input(deviceIndexController).GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
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if (OVRInput.Get(OVRInput.RawButton.LIndexTrigger) || OVRInput.Get(OVRInput.RawButton.RIndexTrigger))
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{
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//deloted print("Trigger pressed.");
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button_press_T = true;
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Debug.Log("Trigger pressed");
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//StartCoroutine(tiles[Random.Range(0, tiles.Count)].GetComponent<tile>().action());
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}
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// if (step==0 && (Input.GetKeyUp("space")|| SteamVR_Controller.Input(deviceIndexController).GetPressUp(SteamVR_Controller.ButtonMask.Grip)))
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if (step==0 && (Input.GetKeyUp("space"))) //|| OVRInput.GetDown(OVRInput.RawButton.Y)))
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{
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step = -1;
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StopAllCoroutines();
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StartCoroutine("start_Training");
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}
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// if (step == 1 && (Input.GetKeyUp("space") || SteamVR_Controller.Input(deviceIndexController).GetPressUp(SteamVR_Controller.ButtonMask.Grip)))
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if (step==1 && (Input.GetKeyUp("space"))) //|| OVRInput.GetDown(OVRInput.RawButton.Y)))
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{
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step = -1;
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StopAllCoroutines();
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StartCoroutine("start_Experiment");
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}
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if (triggerTimeout > 0)
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{
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triggerTimeout -= Time.deltaTime;
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if (triggerTimeout <= 0)
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{
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triggerTimeout = 0f;
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Touching = false;
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collision_obj = "null";
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}
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}
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if (Touching) { text_touching.SetActive(true); }
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else
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{
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text_touching.SetActive(false);
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//print("not touching");
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//if (!fall_active && step==2)
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if (!fall_active && step==2 && !Touching)
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{
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StartCoroutine(fall());
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}
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}
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}
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public bool fall_active = false;
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public IEnumerator start_Training()
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{
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if(english)
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text_task.GetComponent<TextMesh>().text = "Training will start!";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Das Training beginnt!";
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else
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text_task.GetComponent<TextMesh>().text = "Début de l'entraînement!";
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text_task.SetActive(true);
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yield return new WaitForSeconds(1.5f);
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text_task.SetActive(false);
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step = 1;
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training = true;
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Timestamp = Time.time;
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StartCoroutine("new_task");
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}
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public IEnumerator start_Experiment()
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{
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step = 2;
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display_time = 2; //1.5f
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perf = 100; //restart performance when experiment starts
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training = false;
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//AudioNew
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if (!Bartok.isPlaying) Bartok.Play();
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if (english)
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text_task.GetComponent<TextMesh>().text = "Starting Experiment.";
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else if (deutsch)
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text_task.GetComponent<TextMesh>().text = "Experiment starten.";
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else
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text_task.GetComponent<TextMesh>().text = "Début de l'expérience";
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text_task.SetActive(true);
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yield return new WaitForSeconds(1.5f);
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text_task.SetActive(false);
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yield return new WaitForSeconds(1.5f);
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Timestamp = Time.time;
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StartCoroutine("new_task");
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}
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public IEnumerator fall()
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{
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Debug.Log("START Couroutine Fall");
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fall_active = true;
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number_falls++; //add one to falls
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if (!scream.isPlaying) scream.Play();
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float vel = 0;
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//while (steam_ref.main.transform.position.y > -10f)
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while (overCameraRig.transform.position.y > -10f)
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{
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vel = 0.001f + vel * 1.2f;
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//steam_ref.main.transform.position = new Vector3(0f, -vel, 0f);
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overCameraRig.transform.position = new Vector3(0f, -vel, 0f);
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yield return new WaitForSeconds(0.016f);
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}
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scream.Stop();
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if (!GetComponent<AudioSource>().isPlaying) GetComponent<AudioSource>().Play();
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yield return new WaitForSeconds(0.01f);
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|
Destroy_all_tiles_and_make_new();
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yield return new WaitForSeconds(0.01f);
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|
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//steam_ref.main.transform.position = new Vector3(0f,0f,0f);
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overCameraRig.transform.position = new Vector3(0f, 0f, 0f);
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//yield return new WaitForSeconds(10f);
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|
|
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fall_active = false;
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Debug.Log("STOP Couroutine Fall");
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|
|
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}
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|
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void OnTriggerStay(Collider col)
|
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{
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|
//print("trigger");
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collision_obj = col.name;
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Touching = true;
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triggerTimeout = 0.1f; //(or whatever is appropriate for a timeout value for your project)
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}
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|
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public String collision_obj;
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|
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void OnCollisionStay() {
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//print("Touching");
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//Touching = true;
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//triggerTimeout = 0.1f; //(or whatever is appropriate for a timeout value for your project)
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}
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}
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