Updated DialogueNPC to use Ranged For Loops
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Content/Dialogue/DialogueTest.umap
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BIN
Content/Dialogue/DialogueTest.umap
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@ -116,9 +116,14 @@ FDialoguePath UDialogueNPC::CreateDialoguePath(FDialoguePath ParentDialoguePath)
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return FDialoguePath("#" + FString::FromInt(DialoguePaths.Num()));
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}
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FDialoguePath UDialogueNPC::CreateDialogueChoice(FDialoguePath PreviousDialoguePath)
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{
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return FDialoguePath();
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}
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bool UDialogueNPC::GotoDialoguePath(FString PathId)
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{
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for each (FDialoguePath DialogPath in DialoguePaths)
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for (FDialoguePath DialogPath : DialoguePaths)
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{
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if (DialogPath.Dialogue[0] == PathId)
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{
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@ -107,7 +107,7 @@ public:
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FDialoguePath CreateDialoguePath(FDialoguePath ParentDialoguePath);
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UFUNCTION(BlueprintPure)
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void CreateDialogueChoice(FDialoguePath PreviousDialoguePath);
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FDialoguePath CreateDialogueChoice(FDialoguePath PreviousDialoguePath);
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UFUNCTION()
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bool GotoDialoguePath(FString PathId);
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