100 lines
2.8 KiB
C++
100 lines
2.8 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "DialogueNPC.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/TextBlock.h"
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// Sets default values for this component's properties
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UDialogueNPC::UDialogueNPC()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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static ConstructorHelpers::FClassFinder<UUserWidget> DialogueWidgetClass(TEXT("/Game/Dialogue/TextPrompt"));
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DialogueWidget = DialogueWidgetClass.Class;
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}
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// Called when the game starts
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void UDialogueNPC::BeginPlay()
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{
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Super::BeginPlay();
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DialogueWidgetInstance = CreateWidget<UUserWidget>(GetWorld(), DialogueWidget);
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NPCNameText = Cast<UTextBlock>(DialogueWidgetInstance->GetWidgetFromName("Text_Name"));
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DialogueText = Cast<UTextBlock>(DialogueWidgetInstance->GetWidgetFromName("Text_Dialogue"));
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NextButton = Cast<UButton>(DialogueWidgetInstance->GetWidgetFromName("Button_Next"));
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NextButton->OnClicked.AddDynamic(this, &UDialogueNPC::NextDialogue);
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StartDialogue();
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}
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void UDialogueNPC::NextDialogue()
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{
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//log bruh
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UE_LOG(LogTemp, Warning, TEXT("Next Dialogue"));
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//Dialogue Skip
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if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len())
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{
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CurrentDialogue = Dialogue[DialogueIndex];
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DialogueText->SetText(FText::FromString(CurrentDialogue));
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return;
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}
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DialogueIndex++;
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if (DialogueIndex >= Dialogue.Num())
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{
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EndDialogue();
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return;
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}
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CurrentDialogue = "";
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}
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void UDialogueNPC::NextCharacter()
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{
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if (DialogueIndex >= Dialogue.Num()) return;
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if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len())
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{
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CurrentDialogue.AppendChar(Dialogue[DialogueIndex][CurrentDialogue.Len()]);
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DialogueText->SetText(FText::FromString(CurrentDialogue));
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}
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}
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// Called every frame
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void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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void UDialogueNPC::StartDialogue()
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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->bShowMouseCursor = true;
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DialogueWidgetInstance->AddToViewport();
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DialogueIndex = 0;
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NPCNameText->SetText(FText::FromString(NPCName));
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CurrentDialogue = "";
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GetWorld()->GetTimerManager().SetTimer(TextAnimationTimerHandle, this, &UDialogueNPC::NextCharacter, 0.05f, true);
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}
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void UDialogueNPC::EndDialogue()
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{
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TextAnimationTimerHandle.Invalidate();
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DialogueWidgetInstance->RemoveFromParent();
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//Reset UI Mode
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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}
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