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/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_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…
x
Reference in New Issue
Block a user