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.
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.