Merge branch 'dev' into Turn-Based-Combat
# Conflicts: # Content/Blueprints/Combat_UI/CombatCharacter.uasset # Content/BungeeMan/Mat_BungeeMan_Rubber.uasset # Content/Dialogue/NPCTest.uasset # Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp
This commit is contained in:
commit
e8c20e2d67
@ -1,15 +1,10 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Component.VC.14.33.17.3.ARM64",
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"Microsoft.VisualStudio.Component.VC.14.33.17.3.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.ARM64",
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||||
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows10SDK",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeCrossPlat",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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"Microsoft.VisualStudio.Workload.NativeGame",
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"Microsoft.VisualStudio.Workload.Universal"
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Content/Levels/Testing/SneakMechanicTesting.umap
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Content/Levels/Testing/SneakMechanicTesting.umap
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Content/Levels/Top_layer_level.umap
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Content/Levels/Top_layer_level.umap
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Content/Levels/Tutorial.umap
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Content/Levels/Tutorial.umap
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Content/Levels/_GENERATED/tr258492/Boolean_227A3118.uasset
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Content/Levels/_GENERATED/tr258492/Boolean_227A3118.uasset
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Content/Levels/_GENERATED/tr258492/Boolean_8613293A.uasset
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Content/Levels/_GENERATED/tr258492/Boolean_8613293A.uasset
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Content/Levels/_GENERATED/tr258492/Box_0AF9695A.uasset
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Content/Levels/_GENERATED/tr258492/Box_0AF9695A.uasset
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Content/Levels/_GENERATED/tr258492/Box_481BA8EA.uasset
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Content/Levels/_GENERATED/tr258492/Box_57F24318.uasset
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Content/Levels/_GENERATED/tr258492/Box_57F24318.uasset
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Content/Levels/_GENERATED/tr258492/Box_F1F2469E.uasset
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@ -1,8 +1,11 @@
|
||||
|
||||
Combat Spread Sheet:
|
||||
|
||||
https://docs.google.com/spreadsheets/d/1s_uxjS8ir1pbt4-ofdOVpSPaQZVC8x9gQzS78bzE3KI/edit#gid=0
|
||||
https://docs.google.com/document/d/1Y6eYoKQPw9n8gl7p030fmtPjfJcE132YHAvwL7Gk4jk/edit
|
||||
Combat Spread Sheet: https://docs.google.com/spreadsheets/d/1s_uxjS8ir1pbt4-ofdOVpSPaQZVC8x9gQzS78bzE3KI/edit?usp=sharing
|
||||
|
||||
Combat Word Doc: https://docs.google.com/document/d/1Y6eYoKQPw9n8gl7p030fmtPjfJcE132YHAvwL7Gk4jk/edit?usp=sharing
|
||||
|
||||
Enemy Spread Sheet: https://docs.google.com/spreadsheets/d/1NsmF43HhB2W9_BrQazy-rpT-GDlIZIQlLdvG18DWlkA/edit?usp=sharing
|
||||
|
||||
|
||||
Level Blueprints - https://docs.google.com/presentation/d/1ckx8IpO-BIxTFy19MJoUy7EuAMYOYoWQE6x1E2egr1o/edit?usp=sharing
|
||||
|
||||
|
@ -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));
|
||||
}
|
||||
|
@ -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);
|
||||
|
BIN
UI designs/Beastiary Symbol.png
(Stored with Git LFS)
Normal file
BIN
UI designs/Beastiary Symbol.png
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user