Updated Dialogue for User Experience Improvements
In dialogue make arrow only appear when the animation is finished, Made things Bigger
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							| @ -50,12 +50,13 @@ void UDialogueNPC::BeginPlay() | ||||
| 
 | ||||
| void UDialogueNPC::NextDialogue() | ||||
| { | ||||
| 	if (NextArrow->GetVisibility() == ESlateVisibility::Hidden) return; | ||||
| 	if (Choice1Button->GetVisibility() == ESlateVisibility::Visible) return; | ||||
| 	//Dialogue Skip
 | ||||
| 	if (CurrentDialogue.Len() < CurrentDialogueStringPath[DialogueIndex].Len()) | ||||
| 	{ | ||||
| 		CurrentDialogue = CurrentDialogueStringPath[DialogueIndex]; | ||||
| 		DialogueText->SetText(FText::FromString(CurrentDialogue)); | ||||
| 		NextArrow->SetVisibility(ESlateVisibility::SelfHitTestInvisible); | ||||
| 		return; | ||||
| 	} | ||||
| 	if (CurrentDialogueStringPath[FMath::Clamp(DialogueIndex + 1, 0, CurrentDialogueStringPath.Num() - 1)].Mid(0, 2) == "##") | ||||
| @ -65,6 +66,7 @@ void UDialogueNPC::NextDialogue() | ||||
| 	} | ||||
| 
 | ||||
| 	DialogueIndex++; | ||||
| 	NextArrow->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	if (DialogueIndex >= CurrentDialogueStringPath.Num()) | ||||
| 	{ | ||||
| 		if (CurrentDialoguePath->Choices.IsEmpty()) | ||||
| @ -92,6 +94,7 @@ void UDialogueNPC::NextCharacter() | ||||
| 		CurrentDialogue.AppendChar(CurrentDialogueStringPath[DialogueIndex][CurrentDialogue.Len()]); | ||||
| 		DialogueText->SetText(FText::FromString(CurrentDialogue)); | ||||
| 	} | ||||
| 	else NextArrow->SetVisibility(ESlateVisibility::SelfHitTestInvisible); | ||||
| } | ||||
| 
 | ||||
| void UDialogueNPC::ResetDialogueUI() | ||||
| @ -103,7 +106,7 @@ void UDialogueNPC::ResetDialogueUI() | ||||
| 	Choice1Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	Choice2Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	Choice3Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	NextArrow->SetVisibility(ESlateVisibility::Visible); | ||||
| 	NextArrow->SetVisibility(ESlateVisibility::Hidden); | ||||
| } | ||||
| 
 | ||||
| // Called every frame
 | ||||
| @ -139,6 +142,7 @@ void UDialogueNPC::StartDialogue() | ||||
| 	Choice1Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	Choice2Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	Choice3Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	NextArrow->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	DialogueText->SetText(FText::FromString("")); | ||||
| 	DialogueWidgetInstance->AddToViewport(); | ||||
| 	NPCNameText->SetText(FText::FromString(NPCName)); | ||||
|  | ||||
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