Merge branch 'dev' into inventory-ui-overhaul
# Conflicts: # Content/Assets/Characters/Merchant/AMerchant.uasset # Content/Blueprints/Combat_UI/CombatCharacter.uasset # Content/Blueprints/Items/BP_BuffJelly.uasset # Content/Blueprints/Items/BP_HealingJelly.uasset # Content/Blueprints/Items/ItemsInWorld/BP_BuffPlacedItem.uasset # Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset # Content/Blueprints/Quests/Quest_SistersPendant.uasset # Content/Blueprints/Quests/Quest_SistersPendant_PT2.uasset # Content/Dialogue/SM_Merchant_Blueprint.uasset
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@ -70,7 +70,7 @@ void UDialogueNPC::NextDialogue()
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FOutputDeviceNull AR;
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const FString Command = BlueprintFunctions[UKismetStringLibrary::Conv_StringToInt(CurrentDialogueStringPath[DialogueIndex].RightChop(3))];;
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GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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if (Command == "OpenShop") bInShop = true;
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if (Command == "OpenShop") bResetUserControls = false;
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DialogueIndex++;
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}
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else if (CurrentDialogueStringPath[FMath::Clamp(DialogueIndex + 1, 0, CurrentDialogueStringPath.Num() - 1)].Mid(0, 2) == "$$")
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@ -139,7 +139,6 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
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void UDialogueNPC::StartDialogue()
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{
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Quests.Empty();
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bInShop = false;
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("SetRootDialoguePath"));
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GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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@ -149,14 +148,11 @@ void UDialogueNPC::StartDialogue()
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UE_LOG(LogTemp, Warning, TEXT("Dialogue Path is Empty"));
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return;
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}
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//Disable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
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}
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//Set to UI Mode Only
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeUIOnly());
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PlayerController->SetIgnoreMoveInput(true);
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PlayerController->SetIgnoreLookInput(true);
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PlayerController->SetInputMode(FInputModeGameAndUI());
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PlayerController->bShowMouseCursor = true;
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Choice1Button->SetVisibility(ESlateVisibility::Hidden);
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@ -178,22 +174,20 @@ void UDialogueNPC::EndDialogue()
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TextAnimationTimerHandle.Invalidate();
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DialogueWidgetInstance->RemoveFromParent();
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if (!bInShop)
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if (bResetUserControls)
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{
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//Enable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController());
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}
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//Reset UI Mode
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetIgnoreMoveInput(false);
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PlayerController->SetIgnoreLookInput(false);
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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}
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}
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UDialoguePath* UDialogueNPC::CreateRootDialoguePath()
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UDialoguePath* UDialogueNPC::CreateRootDialoguePath(const bool ResetUserControls)
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{
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bResetUserControls = ResetUserControls;
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return NewObject<UDialoguePath>();
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}
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@ -105,7 +105,7 @@ private:
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TMap<int, FString> QuestFlags;
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UPROPERTY()
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bool bInShop = false;
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bool bResetUserControls = true;
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void ResetDialogueUI();
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@ -120,7 +120,7 @@ public:
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void EndDialogue();
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UFUNCTION(BlueprintCallable)
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UDialoguePath* CreateRootDialoguePath();
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UDialoguePath* CreateRootDialoguePath(bool ResetUserControls = true);
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UFUNCTION(BlueprintCallable)
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UDialoguePath* AddDialogue(UDialoguePath* DialoguePath, FText TextInput);
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