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Copy pathsingle_frequency_task.cs
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169 lines (146 loc) · 4.56 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class single_frequency_task : MonoBehaviour
{
// Start is called before the first frame update
public float speed = 0f;
// float duration = 60f;
public Material SphereMaterial;
public bool cylinder_material;
float time;
public float time_1=0f;
public float time_task;
public int grating;
public float angley;
public float nextActionTime = 0.0f;
public float nextActionTime_1 = 0.0f;
public float period = 3.0f;
public int trial_num = 0;
private int[] turn_order={ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
public EventLogger eventLogger;
void change_material_1()
{
SphereMaterial = Resources.Load<Material>("Materials/1_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_2()
{
SphereMaterial = Resources.Load<Material>("Materials/2_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_4()
{
SphereMaterial = Resources.Load<Material>("Materials/4_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_6()
{
SphereMaterial = Resources.Load<Material>("Materials/6_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_8()
{
SphereMaterial = Resources.Load<Material>("Materials/8_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_12()
{
SphereMaterial = Resources.Load<Material>("Materials/12_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_24()
{
SphereMaterial = Resources.Load<Material>("Materials/24_deg");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void change_material_Gray()
{
SphereMaterial = Resources.Load<Material>("Materials/CylindarShaderGraphMaterial");
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.material = SphereMaterial;
}
void Start()
{
change_material_2();
grating = 0;
speed = 0;
turn_order.Shuffle();
foreach (var x in turn_order)
{
Debug.Log(x.ToString()+",");
}
}
// Update is called once per frame
void Update()
{
time_1 += Time.deltaTime;
time_task = Time.time;
if (time_1 > nextActionTime)
{
nextActionTime += 2 * period;
if (time_1 > nextActionTime_1)
{
nextActionTime_1 = nextActionTime + period;
// execute block of code here
if (turn_order[trial_num] == 1)
{
speed = 12f;
change_material_6();
}
else if (turn_order[trial_num] == 0)
{
speed = -12f;
change_material_6();
}
}
else
{
//change_material_Gray();
speed =0f;
trial_num++;
}
}
else if (trial_num == 19)
{
time_1 = -12.0f;
change_material_Gray();
trial_num = 0;
nextActionTime = 0f;
nextActionTime_1 = 0f;
turn_order.Shuffle();
}
else if (time_task > 900f)
{
Application.Quit();
}
transform.Rotate(0f, 0f, Time.deltaTime * speed);
eventLogger.Add(new Event("speed", speed));
eventLogger.Add(new Event("trial_num", trial_num));
}
}
//public static class IListExtensions
//{
/// <summary>
/// Shuffles the element order of the specified list.
/// </summary>
// public static void Shuffle<T>(this IList<T> ts)
//{
//var count = ts.Count;
//var last = count - 1;
//for (var i = 0; i < last; ++i)
// {
// var r = UnityEngine.Random.Range(i, count);
// var tmp = ts[i];
// ts[i] = ts[r];
// ts[r] = tmp;
// }
// }
//}