using UnityEngine; using System.Collections; using System; public class rec_struct { //public float time_stamp; //public float time_delta; public int subjectID; public string subID2; public int trialID; public int stepID; public String time_stamp;// = DateTime.Now.ToString("dd MM yyyy tt hh mm ss ffff"); //System.DateTime.Now.ToString(); public Vector3 head_rot; // = GameObject.Find("CenterEyeAnchor").transform.rotation; public Vector3 head_pos;// = GameObject.Find("CenterEyeAnchor").transform.position; public Vector3 controller_1_rot; // = VRPN.vrpnTrackerQuat("PPT0@localhost", 0); public Vector3 controller_1_pos; // = VRPN.vrpnTrackerPos("PPT0@localhost", 0); public bool press_trigger; public bool press_ring; public string equation; public bool computer_correct; public int subject_correct; public int subject_wrong; public bool falling; public string collision_obj; public float display_time; public float performance; public string tile_exploding; public bool training; //public Quaternion controller_2_rot;// = VRPN.vrpnTrackerQuat("PPT0@localhost", 4); //public Vector3 controller_2_pos;// = VRPN.vrpnTrackerPos("PPT0@localhost", 4); //public Vector3 hand_1_pos; // = VRPN.vrpnTrackerPos("PPT0@localhost", 0); //public Quaternion hand_1_rot;// = VRPN.vrpnTrackerQuat("PPT0@localhost", 4); //public Vector3 hand_2_pos; // = VRPN.vrpnTrackerPos("PPT0@localhost", 0); //public Quaternion hand_2_rot;// = VRPN.vrpnTrackerQuat("PPT0@localhost", 4); //public Vector4 balanceBoard; //= Wii.GetBalanceBoard(0); //public Quaternion[] moven_quat = new Quaternion [57]; //public Vector3[] moven_pos = new Vector3 [57]; }