Selection

The selection namespace provides a loose framework of promises used by other package components.

I Prediction Sink

Most important, this interface promises the implementation of an OnPrediction 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 ResponseProvider.

Class diagram of selection namespace
Class diagram of selection namespace

Selection Behaviour

An abstract MonoBehaviour implementation of IPredictionSink, enabling interoperability with relevant classes (The Unity inspector can’t serialize a reference to an interface type).

Stimulus Presenter Collection Selector

Provides a simple way to select Stimulus Presenters from a Collection. Will index from the last subset fetched by the GetSelectable/GetVisible methods of the collection (defaults to selectable presenters).

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.

I Selectable

Implementing this interface guarantees a class is able to receive simple binary selections. Relevant to the StimulusPresentationBehaviour class and the paradigms with representative objects which use it.