Updated Boss for Dialogue and End Game Dialogue
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							| @ -70,7 +70,7 @@ void UDialogueNPC::NextDialogue() | ||||
| 		FOutputDeviceNull AR; | ||||
| 		const FString Command = BlueprintFunctions[UKismetStringLibrary::Conv_StringToInt(CurrentDialogueStringPath[DialogueIndex].RightChop(3))];; | ||||
| 		GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); | ||||
| 		if (Command == "OpenShop") bInShop = true; | ||||
| 		if (Command == "OpenShop") bResetUserControls = false; | ||||
| 		DialogueIndex++; | ||||
| 	} | ||||
| 	else if (CurrentDialogueStringPath[FMath::Clamp(DialogueIndex + 1, 0, CurrentDialogueStringPath.Num() - 1)].Mid(0, 2) == "$$") | ||||
| @ -139,7 +139,6 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom | ||||
| void UDialogueNPC::StartDialogue() | ||||
| { | ||||
| 	Quests.Empty(); | ||||
| 	bInShop = false; | ||||
| 	FOutputDeviceNull AR; | ||||
| 	const FString Command = FString::Printf(TEXT("SetRootDialoguePath")); | ||||
| 	GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); | ||||
| @ -149,14 +148,11 @@ void UDialogueNPC::StartDialogue() | ||||
| 		UE_LOG(LogTemp, Warning, TEXT("Dialogue Path is Empty")); | ||||
| 		return; | ||||
| 	} | ||||
| 	//Disable Character Movement
 | ||||
| 	if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())) | ||||
| 	{ | ||||
| 		PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController()); | ||||
| 	} | ||||
| 	//Set to UI Mode Only
 | ||||
| 	APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); | ||||
| 	PlayerController->SetInputMode(FInputModeUIOnly()); | ||||
| 	PlayerController->SetIgnoreMoveInput(true); | ||||
| 	PlayerController->SetIgnoreLookInput(true); | ||||
| 	PlayerController->SetInputMode(FInputModeGameAndUI()); | ||||
| 	PlayerController->bShowMouseCursor = true; | ||||
| 
 | ||||
| 	Choice1Button->SetVisibility(ESlateVisibility::Hidden); | ||||
| @ -178,22 +174,20 @@ void UDialogueNPC::EndDialogue() | ||||
| 	TextAnimationTimerHandle.Invalidate(); | ||||
| 	DialogueWidgetInstance->RemoveFromParent(); | ||||
| 
 | ||||
| 	if (!bInShop) | ||||
| 	if (bResetUserControls) | ||||
| 	{ | ||||
| 		//Enable Character Movement
 | ||||
| 		if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())) | ||||
| 		{ | ||||
| 			PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController()); | ||||
| 		} | ||||
| 		//Reset UI Mode
 | ||||
| 		APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); | ||||
| 		PlayerController->SetIgnoreMoveInput(false); | ||||
| 		PlayerController->SetIgnoreLookInput(false); | ||||
| 		PlayerController->SetInputMode(FInputModeGameOnly()); | ||||
| 		PlayerController->bShowMouseCursor = false; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| UDialoguePath* UDialogueNPC::CreateRootDialoguePath() | ||||
| UDialoguePath* UDialogueNPC::CreateRootDialoguePath(const bool ResetUserControls) | ||||
| { | ||||
| 	bResetUserControls = ResetUserControls; | ||||
| 	return NewObject<UDialoguePath>(); | ||||
| } | ||||
| 
 | ||||
|  | ||||
| @ -103,9 +103,9 @@ private: | ||||
| 	TMap<int, int> ItemIndexes; | ||||
| 	UPROPERTY() | ||||
| 	TMap<int, FString> QuestFlags; | ||||
| 
 | ||||
| 	 | ||||
| 	UPROPERTY() | ||||
| 	bool bInShop = false; | ||||
| 	bool bResetUserControls = true; | ||||
| 
 | ||||
| 	void ResetDialogueUI(); | ||||
| 
 | ||||
| @ -120,7 +120,7 @@ public: | ||||
| 	void EndDialogue(); | ||||
| 
 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	UDialoguePath* CreateRootDialoguePath(); | ||||
| 	UDialoguePath* CreateRootDialoguePath(bool ResetUserControls = true); | ||||
| 
 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	UDialoguePath* AddDialogue(UDialoguePath* DialoguePath, FText TextInput); | ||||
|  | ||||
| @ -103,7 +103,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot) | ||||
| void ATurnBaseCombatV2::CombatCheck(const bool bWasShot) | ||||
| { | ||||
| 	const UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent(); | ||||
| 
 | ||||
| 	 | ||||
| 	ChainDamageMultiplier = 0; | ||||
| 	BaseDamageMultiplier = DefaultBaseDamageMultiplier; | ||||
| 	EnemyBaseDamageMultiplier = DefaultEnemyBaseDamageMultiplier; | ||||
|  | ||||
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