Selection
The selection namespace provides a loose framework of promises used by other package components.
ISelector
Most important, this interface promises the implementation of a selection method. This method will be automatically triggered by back end predictions if the implementing component is placed on the same game object or as a child of an object holding a communication component provider.
Arbitrary selection or input mechanisms can be implemented with relative ease by implementing this interface.
Selection may also be implemented by programmatically subscribing to predictions directly from an LSLResponseProvider.
SelectionBehaviour
The basis of TargetIndicationBehaviour and thus used by the AutomatedTrainingBehaviour to make selections as part of training feedback.
Selector Shortcuts
A debug/input bypass helper providing a set of keyboard shortcuts which will trigger the referenced SelectionBehaviour, delayed by an active trial behaviour sequence if referenced. Key binds and associated selection indices are configurable in the Unity Inspector.
ISelectable
Implementing this interface guarantees a class is able to receive selections. This is relevant to the StimulusPresentationBehaviour class, but is not used internally due to constraints of the Unity inspector.