Phew! Today's been quite the busy day and studying isn't done just yet (although I see the algorithmic difference now from using empty() as opposed to size()). My task in my EEG work today was to separate rewards from each other on an activated menu.
How that works is that the subscribers attaching and detaching from the reward event controller are now controlled by a toggled UI interface. That said, that allows me to separate the pieces and parts of each reward effect even further (sound cues separated from bouncing and floating) to create a more customized experience.
That, and bright green explosions! Just what a reward state needs.
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