Update Dialogue System for Unlimited Choices
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EndlessVendetta/Content/Dialogue/BP_ChoiceButton.uasset
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EndlessVendetta/Content/Dialogue/BP_ChoiceButton.uasset
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EndlessVendetta/Content/Dialogue/BP_DialogueUI.uasset
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EndlessVendetta/Content/Dialogue/BP_DialogueUI.uasset
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EndlessVendetta/Content/Dialogue/Testing/TestDialogueTree.uasset
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EndlessVendetta/Content/Dialogue/Testing/TestDialogueTree.uasset
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@ -16,7 +16,8 @@ UDialogueChoiceNode::UDialogueChoiceNode()
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FText UDialogueChoiceNode::GetNodeTitle() const
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FText UDialogueChoiceNode::GetNodeTitle() const
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{
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{
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return NodeTitle.IsEmpty() ? LOCTEXT("Choice Node", "Choice Node") : NodeTitle;
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const FText ChoiceNodeTitle = NodeTitle.IsEmpty() ? LOCTEXT("Choice Node", "Choice Node") : NodeTitle;
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return FText::Format(LOCTEXT("Choice Node Title", "{0} [{1}]"), ChoiceNodeTitle, FText::AsNumber(Choices.Num()));
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}
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}
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FLinearColor UDialogueChoiceNode::GetBackgroundColor() const
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FLinearColor UDialogueChoiceNode::GetBackgroundColor() const
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@ -13,11 +13,7 @@ public:
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UDialogueChoiceNode();
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UDialogueChoiceNode();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
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FString Choice1Text = "None";
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TArray<FString> Choices;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
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FString Choice2Text = "None";
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
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FString Choice3Text = "None";
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#if WITH_EDITOR
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#if WITH_EDITOR
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virtual FText GetNodeTitle() const override;
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virtual FText GetNodeTitle() const override;
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