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Commit 33f07377 authored by Jonathan Ehret's avatar Jonathan Ehret
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use the Condition 3/14 (or whatever numbers) notation when asking for...

use the Condition 3/14 (or whatever numbers) notation when asking for continung a run and when logging that a condition is started
parent bf98a6a0
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...@@ -236,8 +236,8 @@ void USFGameInstance::PrepareWithStudySetup(ASFStudySetup* Setup) ...@@ -236,8 +236,8 @@ void USFGameInstance::PrepareWithStudySetup(ASFStudySetup* Setup)
const FString MessageText = FString("The last participant did not finish the study run. Would you like to:") + const FString MessageText = FString("The last participant did not finish the study run. Would you like to:") +
"\n[Continue Participant] Continue last participant (Participant ID: " + "\n[Continue Participant] Continue last participant (Participant ID: " +
LastParticipantID + ", SequenceNumber: " + FString::FromInt(ParticipantSequenceNumber) + ") where he/she left off in condition # " + LastParticipantID + ", SequenceNumber: " + FString::FromInt(ParticipantSequenceNumber) + ") where he/she left off in Condition " +
FString::FromInt(USFParticipant::GetLastParticipantLastConditionStarted()) + FString::FromInt(USFParticipant::GetLastParticipantLastConditionStarted() + 1) + "/" + FString::FromInt(USFParticipant::GetLastParticipantsConditions().Num()) +
"\n[Next Participant] Continue with the next participant (ParticipantSequenceNumber: " + FString::FromInt(ParticipantSequenceNumber + 1) + "\n[Next Participant] Continue with the next participant (ParticipantSequenceNumber: " + FString::FromInt(ParticipantSequenceNumber + 1) +
")\n[Restart Study] Restart the entire study anew (ParticipantSequenceNumber: 0)"; ")\n[Restart Study] Restart the entire study anew (ParticipantSequenceNumber: 0)";
const FString MessageTitle = "WARNING: Unfinished study run detected"; const FString MessageTitle = "WARNING: Unfinished study run detected";
...@@ -783,13 +783,14 @@ void USFGameInstance::OnLevelLoaded() ...@@ -783,13 +783,14 @@ void USFGameInstance::OnLevelLoaded()
void USFGameInstance::OnFadedIn() void USFGameInstance::OnFadedIn()
{ {
FString NumberStr = FString::FromInt(GetCurrentConditionsSequenceNumber()) + "/" + FString::FromInt(Participant->GetAllConditions().Num());
if (Participant && Participant->GetCurrentCondition()) if (Participant && Participant->GetCurrentCondition())
{ {
//this should be logged first //this should be logged first
if (bInDebugMode) { if (bInDebugMode) {
USFLoggingBPLibrary::LogComment("Running in DEBUG MODE"); USFLoggingBPLibrary::LogComment("Running in DEBUG MODE");
} }
USFLoggingBPLibrary::LogComment("Start Condition: " + Participant->GetCurrentCondition()->GetPrettyName()); USFLoggingBPLibrary::LogComment("Start Condition " + NumberStr + ": " + Participant->GetCurrentCondition()->GetPrettyName());
} }
OnFadedInDelegate.Broadcast(); OnFadedInDelegate.Broadcast();
...@@ -801,7 +802,7 @@ void USFGameInstance::OnFadedIn() ...@@ -801,7 +802,7 @@ void USFGameInstance::OnFadedIn()
Participant->GetCurrentCondition()->Begin(); Participant->GetCurrentCondition()->Begin();
UpdateHUD("Condition "+FString::FromInt(GetCurrentConditionsSequenceNumber())+"/"+FString::FromInt(Participant->GetAllConditions().Num())); UpdateHUD("Condition " + NumberStr);
} }
USFParticipant* USFGameInstance::GetParticipant() const USFParticipant* USFGameInstance::GetParticipant() const
......
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