Bugfix Dialogue Not Playing Past Beginning Dialogue
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@ -59,8 +59,10 @@ void UAC_PlayerDialogueInterpreter::StartDialogue(UDialogueTree* DialogueTree)
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CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
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CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
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OnStartDialogue.Broadcast(CurrentTextNode);
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OnStartDialogue.Broadcast(CurrentTextNode);
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if (IsValid(CurrentTextNode->DialogueVoiceOver))
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if (IsValid(CurrentTextNode->DialogueVoiceOver))
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{
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CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
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CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
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GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
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GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
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}
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if (APlayerController* PlayerController = GetWorld()->GetFirstPlayerController())
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if (APlayerController* PlayerController = GetWorld()->GetFirstPlayerController())
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{
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{
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@ -94,6 +96,8 @@ void UAC_PlayerDialogueInterpreter::NextDialogue()
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CurrentTextNode = Cast<UDialogueTextNode>(CurrentTextNode->ChildrenNodes[0]);
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CurrentTextNode = Cast<UDialogueTextNode>(CurrentTextNode->ChildrenNodes[0]);
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CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
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CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
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OnNextDialogue.Broadcast(CurrentTextNode);
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OnNextDialogue.Broadcast(CurrentTextNode);
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CurrentVoiceOverAudioComponent = UGameplayStatics::SpawnSound2D(
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GetWorld(), CurrentTextNode->DialogueVoiceOver, 1.f, 1.f, 0.f, nullptr, false, false);
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CurrentChoiceNode = nullptr;
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CurrentChoiceNode = nullptr;
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CurrentAddItemNode = nullptr;
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CurrentAddItemNode = nullptr;
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}
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}
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