Merge branch 'Dialogue-System' into dev

This commit is contained in:
Philip W 2023-02-25 02:27:38 +00:00
commit a6ef9f76cd
4 changed files with 84 additions and 17 deletions

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Content/Dialogue/DialogueTest.umap (Stored with Git LFS)

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Content/Dialogue/NPCTest.uasset (Stored with Git LFS)

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@ -35,15 +35,15 @@ void UDialogueNPC::BeginPlay()
void UDialogueNPC::NextDialogue()
{
//Dialogue Skip
if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len())
if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len())
{
CurrentDialogue = Dialogue[DialogueIndex];
CurrentDialogue = CurrentDialoguePath[DialogueIndex];
DialogueText->SetText(FText::FromString(CurrentDialogue));
return;
}
DialogueIndex++;
if (DialogueIndex >= Dialogue.Num())
if (DialogueIndex >= CurrentDialoguePath.Num())
{
EndDialogue();
return;
@ -53,11 +53,11 @@ void UDialogueNPC::NextDialogue()
void UDialogueNPC::NextCharacter()
{
if (DialogueIndex >= Dialogue.Num()) return;
if (DialogueIndex >= CurrentDialoguePath.Num()) return;
if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len())
if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len())
{
CurrentDialogue.AppendChar(Dialogue[DialogueIndex][CurrentDialogue.Len()]);
CurrentDialogue.AppendChar(CurrentDialoguePath[DialogueIndex][CurrentDialogue.Len()]);
DialogueText->SetText(FText::FromString(CurrentDialogue));
}
}
@ -86,6 +86,7 @@ void UDialogueNPC::StartDialogue()
DialogueIndex = 1;
NPCNameText->SetText(FText::FromString(NPCName));
CurrentDialogue = "";
CurrentDialoguePath = DialoguePaths[0].Dialogue;
GetWorld()->GetTimerManager().SetTimer(TextAnimationTimerHandle, this, &UDialogueNPC::NextCharacter, TextAnimationSpeed, true);
}
@ -105,14 +106,42 @@ void UDialogueNPC::EndDialogue()
PlayerController->bShowMouseCursor = false;
}
TArray<FString> UDialogueNPC::AddDialogue(FText TextInput, TArray<FString> DialogueArrayInput)
FDialoguePath UDialogueNPC::CreateRootDialoguePath()
{
if (TextInput.IsEmpty()) return DialogueArrayInput;
DialogueArrayInput.Add(TextInput.ToString());
return DialogueArrayInput;
return FDialoguePath();
}
FDialoguePath UDialogueNPC::CreateDialoguePath(FDialoguePath ParentDialoguePath)
{
return FDialoguePath("#" + FString::FromInt(DialoguePaths.Num()));
}
FDialoguePath UDialogueNPC::CreateDialogueChoice(FDialoguePath PreviousDialoguePath)
{
return FDialoguePath();
}
bool UDialogueNPC::GotoDialoguePath(FString PathId)
{
for (FDialoguePath DialogPath : DialoguePaths)
{
if (DialogPath.Dialogue[0] == PathId)
{
CurrentDialoguePath = DialogPath.Dialogue;
return true;
}
}
return false;
}
FDialoguePath UDialogueNPC::AddDialogue(FText TextInput, FDialoguePath DialoguePath)
{
if (TextInput.IsEmpty()) return DialoguePath;
DialoguePath.Dialogue.Add(TextInput.ToString());
return DialoguePath;
}
void UDialogueNPC::GetFinalDialogue(TArray<FString> DialogueArray)
{
Dialogue = DialogueArray;
DialoguePaths.Add(FDialoguePath(DialogueArray));
}

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@ -16,6 +16,30 @@ enum class EChoices : uint8
Choice3 UMETA(DisplayName="Choice 3"),
};
USTRUCT(BlueprintType)
struct FDialoguePath
{
GENERATED_BODY()
UPROPERTY()
TArray<FString> Dialogue;
FDialoguePath()
{
Dialogue.Add("#ROOT");
}
FDialoguePath(FString Id)
{
Dialogue.Add(Id);
}
explicit FDialoguePath(TArray<FString> Dialogue)
{
this->Dialogue = Dialogue;
}
};
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class THE_TWILIGHT_ABYSS_API UDialogueNPC : public UActorComponent
{
@ -29,7 +53,9 @@ public:
FString NPCName;
UPROPERTY()
TArray<FString> Dialogue;
TArray<FDialoguePath> DialoguePaths;
TArray<FString> CurrentDialoguePath;
UPROPERTY(EditAnywhere)
float TextAnimationSpeed = 0.05f;
@ -75,7 +101,19 @@ public:
void EndDialogue();
UFUNCTION(BlueprintPure)
TArray<FString> AddDialogue(FText TextInput, TArray<FString> DialogueArrayInput);
FDialoguePath CreateRootDialoguePath();
UFUNCTION()
FDialoguePath CreateDialoguePath(FDialoguePath ParentDialoguePath);
UFUNCTION(BlueprintPure)
FDialoguePath CreateDialogueChoice(FDialoguePath PreviousDialoguePath);
UFUNCTION()
bool GotoDialoguePath(FString PathId);
UFUNCTION(BlueprintPure)
FDialoguePath AddDialogue(FText TextInput, FDialoguePath DialoguePath);
UFUNCTION(BlueprintCallable)
void GetFinalDialogue(TArray<FString> DialogueArray);