Refactor dialogue system, move stuff to cpp and clean up BPs
This commit is contained in:
@@ -27,6 +27,8 @@ public:
|
||||
|
||||
virtual void NativeOnInitialized() override;
|
||||
|
||||
bool IsTypingDialogue() const { return bIsTypingDialogue; }
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
bool bIsAnimating = false;
|
||||
@@ -51,11 +53,11 @@ protected:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int32 CurrentTypingDialogueIndex = 0;
|
||||
|
||||
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, BlueprintCallable)
|
||||
FOnDialogueOptionSelected OnDialogueOptionSelected;
|
||||
|
||||
|
||||
public:
|
||||
void AssignDialogueComponent(UDialogueComponent* InDialogueComponent) { DialogueComponent = InDialogueComponent; }
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
|
||||
void SetDialogueOptionsPadding();
|
||||
|
||||
@@ -82,5 +84,7 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
|
||||
void SetSpeakerName(const FText& NewSpeakerName);
|
||||
|
||||
|
||||
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, BlueprintCallable)
|
||||
FOnDialogueOptionSelected OnDialogueOptionSelected;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user