Updated Quests for Final Kill Boss Quest

This commit is contained in:
Philip W 2023-05-14 23:02:09 +01:00
parent c46dcdecf7
commit 3b828bb01c
13 changed files with 34 additions and 24 deletions

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Content/Levels/Build.umap (Stored with Git LFS)

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@ -95,6 +95,9 @@ void UDialogueNPC::NextDialogue()
} }
GetWorld()->GetTimerManager().PauseTimer(TextAnimationTimerHandle); GetWorld()->GetTimerManager().PauseTimer(TextAnimationTimerHandle);
DialogueText->SetText(FText::FromString("")); DialogueText->SetText(FText::FromString(""));
Choice1Text->SetText(CurrentDialoguePath->ChoiceText1);
Choice2Text->SetText(CurrentDialoguePath->ChoiceText2);
Choice3Text->SetText(CurrentDialoguePath->ChoiceText3);
Choice1Button->SetVisibility(ESlateVisibility::Visible); Choice1Button->SetVisibility(ESlateVisibility::Visible);
if (Choice2Text->GetText().ToString() != "") Choice2Button->SetVisibility(ESlateVisibility::Visible); if (Choice2Text->GetText().ToString() != "") Choice2Button->SetVisibility(ESlateVisibility::Visible);
if (Choice3Text->GetText().ToString() != "") Choice3Button->SetVisibility(ESlateVisibility::Visible); if (Choice3Text->GetText().ToString() != "") Choice3Button->SetVisibility(ESlateVisibility::Visible);
@ -206,9 +209,9 @@ void UDialogueNPC::AddChoices(UDialoguePath* ParentPath, FText ChoiceText1, FTex
Out_ChoicePath1 = ParentPath->Choices[0]; Out_ChoicePath1 = ParentPath->Choices[0];
Out_ChoicePath2 = ParentPath->Choices[1]; Out_ChoicePath2 = ParentPath->Choices[1];
Out_ChoicePath3 = ParentPath->Choices[2]; Out_ChoicePath3 = ParentPath->Choices[2];
Choice1Text->SetText(ChoiceText1); ParentPath->ChoiceText1 = ChoiceText1;
Choice2Text->SetText(ChoiceText2); ParentPath->ChoiceText2 = ChoiceText2;
Choice3Text->SetText(ChoiceText3); ParentPath->ChoiceText3 = ChoiceText3;
} }
UDialoguePath* UDialogueNPC::AddQuest(UDialoguePath* DialoguePath, UQuest* Quest) UDialoguePath* UDialogueNPC::AddQuest(UDialoguePath* DialoguePath, UQuest* Quest)

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@ -21,6 +21,13 @@ public:
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
TArray<UDialoguePath*> Choices; TArray<UDialoguePath*> Choices;
UPROPERTY()
FText ChoiceText1;
UPROPERTY()
FText ChoiceText2;
UPROPERTY()
FText ChoiceText3;
}; };
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))