Merge remote-tracking branch 'origin/Dialogue' into NPCs
This commit is contained in:
commit
9c12ecce85
@ -116,8 +116,8 @@ PerPlatformTargetFlavorName=(("Android", "Android_ASTC"))
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PerPlatformBuildTarget=()
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[/Script/AsyncLoadingScreen.LoadingScreenSettings]
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bPreloadBackgroundImages=False
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bPreloadBackgroundImages=True
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EndlessVendetta/Content/Suppresor_low_Suppresor_OcclusionRoughnessMetallic.uasset
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EndlessVendetta/Content/Suppresor_low_Suppresor_OcclusionRoughnessMetallic.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/5/SA/4PNH8ZJKK86J19YVDA7CI2.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/5/SA/4PNH8ZJKK86J19YVDA7CI2.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/PG/AISD2CY0WTWKV1BJDYTYJ3.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/6/WO/6SPD0GKMZFJ321WMCKF2MP.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/6/WO/6SPD0GKMZFJ321WMCKF2MP.uasset
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EndlessVendetta/Content/standardSurface1.uasset
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EndlessVendetta/Content/standardSurface1.uasset
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@ -1,2 +0,0 @@
|
||||
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
||||
<s:String x:Key="/Default/Environment/Highlighting/HighlightingSourceSnapshotLocation/@EntryValue">C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr</s:String></wpf:ResourceDictionary>
|
@ -143,7 +143,7 @@ void ABountyHunterCharacter::BeginPlay()
|
||||
}
|
||||
}
|
||||
}
|
||||
CreatePauseMenuTabs();
|
||||
//CreatePauseMenuTabs();
|
||||
}
|
||||
|
||||
void ABountyHunterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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||||
@ -218,12 +218,12 @@ void ABountyHunterCharacter::TogglePauseMenu()
|
||||
PauseMenu = CreateWidget<UPauseMenuClass>(GetWorld(), PauseMenuWidgetClass, FName("PauseMenu"));
|
||||
PauseMenu->UpdatePlayerStatistics(Money, Favours);
|
||||
PauseMenu->AddToViewport(50);
|
||||
PauseMenu->OpenNewTab(BountiesTab);
|
||||
PauseMenu->OpenedBountiesTab.AddDynamic(this, &ABountyHunterCharacter::OpenBountiesTab);
|
||||
PauseMenu->OpenedFavoursTab.AddDynamic(this, &ABountyHunterCharacter::OpenFavoursTab);
|
||||
PauseMenu->OpenedNavigationTab.AddDynamic(this, &ABountyHunterCharacter::OpenNavigationTab);
|
||||
PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab);
|
||||
PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab);
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||||
// PauseMenu->OpenNewTab(BountiesTab);
|
||||
// PauseMenu->OpenedBountiesTab.AddDynamic(this, &ABountyHunterCharacter::OpenBountiesTab);
|
||||
// PauseMenu->OpenedFavoursTab.AddDynamic(this, &ABountyHunterCharacter::OpenFavoursTab);
|
||||
// PauseMenu->OpenedNavigationTab.AddDynamic(this, &ABountyHunterCharacter::OpenNavigationTab);
|
||||
// PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab);
|
||||
// PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab);
|
||||
PauseMenu->SetVisibility(ESlateVisibility::Visible);
|
||||
PauseMenu->SetFocus();
|
||||
}
|
||||
|
@ -220,6 +220,7 @@ private:
|
||||
void CreatePauseMenuTabs();
|
||||
|
||||
// Open or Close the Pause Menu, Defaults to Opening Bounty Tab
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void TogglePauseMenu();
|
||||
|
||||
// Opens Bounties Tab
|
||||
|
@ -96,8 +96,11 @@ void UAC_PlayerDialogueInterpreter::NextDialogue()
|
||||
CurrentTextNode = Cast<UDialogueTextNode>(CurrentTextNode->ChildrenNodes[0]);
|
||||
CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
|
||||
OnNextDialogue.Broadcast(CurrentTextNode);
|
||||
CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
|
||||
GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
|
||||
if (IsValid(CurrentTextNode->DialogueVoiceOver))
|
||||
{
|
||||
CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
|
||||
GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
|
||||
}
|
||||
CurrentChoiceNode = nullptr;
|
||||
CurrentAddItemNode = nullptr;
|
||||
}
|
||||
@ -129,6 +132,11 @@ void UAC_PlayerDialogueInterpreter::NextDialogue()
|
||||
CurrentTextNode = Cast<UDialogueTextNode>(CurrentAddItemNode->ChildrenNodes[0]);
|
||||
CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
|
||||
OnNextDialogue.Broadcast(CurrentTextNode);
|
||||
if (IsValid(CurrentTextNode->DialogueVoiceOver))
|
||||
{
|
||||
CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
|
||||
GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
|
||||
}
|
||||
CurrentChoiceNode = nullptr;
|
||||
CurrentAddItemNode = nullptr;
|
||||
}
|
||||
@ -158,6 +166,11 @@ void UAC_PlayerDialogueInterpreter::MakeChoiceDialogue(const int Choice)
|
||||
CurrentTextNode = Cast<UDialogueTextNode>(CurrentChoiceNode->ChildrenNodes[Choice]);
|
||||
CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
|
||||
OnNextDialogue.Broadcast(CurrentTextNode);
|
||||
if (IsValid(CurrentTextNode->DialogueVoiceOver))
|
||||
{
|
||||
CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
|
||||
GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
|
||||
}
|
||||
CurrentChoiceNode = nullptr;
|
||||
}
|
||||
else if (Cast<UDialogueAddItemNode>(CurrentChoiceNode->ChildrenNodes[Choice]))
|
||||
|
@ -490,6 +490,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
|
||||
//PrimaryWeapon->AttachToComponent(FirstPersonArms, AttachmentRules, FName("UnEquipGunSocket"));
|
||||
PrimaryWeapon->SetActorHiddenInGame(true);
|
||||
PrimaryWeapon->SetActorEnableCollision(false);
|
||||
PrimaryWeapon->HideNeedReloadUI();
|
||||
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
|
||||
UE_LOG(LogTemp, Warning, TEXT("Primary Weapon Is Hidden: %hhd"), PrimaryWeapon->IsHidden());
|
||||
PrimaryWeapon = nullptr;
|
||||
@ -533,13 +534,24 @@ void AEndlessVendettaCharacter::EquipPrimary()
|
||||
//For when you already have all your weapons and ur switching with 1 and 2 or when your picking up a weapon with a weapon in hand
|
||||
if (PrimaryWeaponClass != nullptr)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
|
||||
//PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
|
||||
int PreviousAmmoCount = -1;
|
||||
if (PrimaryWeaponClass == PrimaryWeaponActor->GetClass())
|
||||
{
|
||||
PreviousAmmoCount = Cast<ABaseWeaponClass>(PrimaryWeaponActor)->currentAmmoCount;
|
||||
}
|
||||
HeldWeapon->SetChildActorClass(PrimaryWeaponClass);
|
||||
if (PreviousAmmoCount >= 0)
|
||||
{
|
||||
Cast<ABaseWeaponClass>(HeldWeapon->GetChildActor())->currentAmmoCount = PreviousAmmoCount;
|
||||
}
|
||||
PrimaryWeaponActor = HeldWeapon->GetChildActor();
|
||||
PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
|
||||
PrimaryWeapon->SetActorHiddenInGame(false);
|
||||
PrimaryWeapon->SetActorEnableCollision(false);
|
||||
if (PrimaryWeapon->currentAmmoCount <= 0)
|
||||
{
|
||||
PrimaryWeapon->ShowNeedReloadUI();
|
||||
}
|
||||
//GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
|
||||
bIsCurrentlyHoldingWeapon = true;
|
||||
bHasRifle = true;
|
||||
@ -564,6 +576,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
|
||||
SecondaryWeapon->SetActorHiddenInGame(true);
|
||||
SecondaryWeapon->SetActorEnableCollision(false);
|
||||
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
|
||||
SecondaryWeapon->HideNeedReloadUI();
|
||||
UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
|
||||
//the nullptr makes it so we can unequip and requip the same weapon
|
||||
SecondaryWeapon = nullptr;
|
||||
@ -599,10 +612,23 @@ void AEndlessVendettaCharacter::EquipSecondary()
|
||||
}
|
||||
if (SecondaryWeaponClass != nullptr)
|
||||
{
|
||||
int PreviousAmmoCount = -1;
|
||||
if (SecondaryWeaponClass == SecondaryWeaponActor->GetClass())
|
||||
{
|
||||
PreviousAmmoCount = Cast<ABaseWeaponClass>(SecondaryWeaponActor)->currentAmmoCount;
|
||||
}
|
||||
HeldWeapon->SetChildActorClass(SecondaryWeaponClass);
|
||||
if (PreviousAmmoCount >= 0)
|
||||
{
|
||||
Cast<ABaseWeaponClass>(HeldWeapon->GetChildActor())->currentAmmoCount = PreviousAmmoCount;
|
||||
}
|
||||
SecondaryWeaponActor = HeldWeapon->GetChildActor();
|
||||
SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
|
||||
SecondaryWeapon->SetActorHiddenInGame(false);
|
||||
if (SecondaryWeapon->currentAmmoCount <= 0)
|
||||
{
|
||||
SecondaryWeapon->ShowNeedReloadUI();
|
||||
}
|
||||
bIsCurrentlyHoldingWeapon = true;
|
||||
SetOverlayState(EOverlayState::Pistol);
|
||||
GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
|
||||
|
BIN
Voice Lines/Mayor Philip/Dialog tree/Boy that wold be a too long a conversation for me.wav
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Voice Lines/Mayor Philip/Dialog tree/Boy that wold be a too long a conversation for me.wav
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Voice Lines/Mayor Philip/Dialog tree/Depends what it is, Fire away.wav
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Voice Lines/Mayor Philip/Dialog tree/Depends what it is, Fire away.wav
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Voice Lines/Mayor Philip/Dialog tree/Every ship has a faulty airlock.wav
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Voice Lines/Mayor Philip/Dialog tree/Exactly, WE ALL GET A BIT OF MONEY.wav
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Voice Lines/Mayor Philip/Dialog tree/Exactly, WE ALL GET A BIT OF MONEY.wav
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Voice Lines/Mayor Philip/Dialog tree/I dont hate earth im earth brone but its tainted.wav
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Voice Lines/Mayor Philip/Dialog tree/NO youre the first I have had to hire.wav
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Voice Lines/Mayor Philip/Dialog tree/NO youre the first I have had to hire.wav
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Voice Lines/Mayor Philip/Dialog tree/Nah, this is one of the facilities where.wav
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Voice Lines/Mayor Philip/Dialog tree/Not everyone would agree to being buddy buddy.wav
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Voice Lines/Mayor Philip/Dialog tree/Not everyone would agree to being buddy buddy.wav
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Voice Lines/Mayor Philip/Dialog tree/Well I guess we_re gonna see if youre as skilled.wav
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Voice Lines/Mayor Philip/Dialog tree/Well I guess we_re gonna see if youre as skilled.wav
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Voice Lines/Mayor Philip/Dialog tree/Well, as the mayor, the top of the command.wav
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Voice Lines/Mayor Philip/Dialog tree/Well, as the mayor, the top of the command.wav
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Voice Lines/Mayor Philip/Dialog tree/Youre lucky youre good at what you do.wav
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Voice Lines/Mayor Philip/Dialog tree/Youre lucky youre good at what you do.wav
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Voice Lines/Mayor Philip/Dialog tree/im in the martian party, i truly.wav
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Voice Lines/Mayor Philip/Dialog tree/im in the martian party, i truly.wav
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Voice Lines/Mayor Philip/Dialog tree/they oversaw civil affairs in warsaw.wav
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Voice Lines/Mayor Philip/Dialog tree/they oversaw civil affairs in warsaw.wav
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Loading…
Reference in New Issue
Block a user