Some fixes for quest and started making Trish and her first quest
This commit is contained in:
@@ -82,7 +82,7 @@ public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Event Requirment")
|
||||
TArray<FEventRequirement> EventRequirements;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Speech")
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Speech", meta = (AllowedClasses = "/Script/ProjectEleri.NpcBaseCharacter"))
|
||||
TSoftClassPtr<AActor> Npc;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Eleri|Speech", meta = (Categories = "Quests"))
|
||||
|
||||
@@ -49,7 +49,7 @@ struct FNpcCharacterData
|
||||
* is far away, the state machine walks it there and keeps it there, the inventory holds whatever it
|
||||
* carries, and the interaction widget shows its prompt.
|
||||
*/
|
||||
UCLASS(BlueprintType)
|
||||
UCLASS(BlueprintType, PrioritizeCategories = "Info")
|
||||
class PROJECTELERI_API ANpcBaseCharacter : public APawn, public IInteractableActorInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
@@ -114,6 +114,6 @@ protected:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
|
||||
TObjectPtr<UInteractionWidgetComponent> WidgetComponent;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Info")
|
||||
FNpcCharacterData NpcCharacterData;
|
||||
};
|
||||
|
||||
@@ -1125,8 +1125,10 @@ bool UQuestSubsystem::DoesActorMatchObjective(const FQuestObjective& Objective,
|
||||
// The actor the step names, when it names one. Asked both ways round: a resolved reference is the
|
||||
// cheap path, and the path is what a step that points at an actor in a level which is not loaded
|
||||
// right now can still be matched against.
|
||||
if (!Objective.TargetActor.IsNull()
|
||||
&& (Objective.TargetActor.Get() == Actor || Objective.TargetActor.ToSoftObjectPath() == FSoftObjectPath(Actor)))
|
||||
if (Objective.TargetActors.ContainsByPredicate([Actor](const TSoftObjectPtr<AActor>& OtherActor)
|
||||
{
|
||||
return OtherActor.ToSoftObjectPath() == FSoftObjectPath(Actor);
|
||||
}))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -1151,7 +1153,7 @@ bool UQuestSubsystem::DoesActorMatchObjective(const FQuestObjective& Objective,
|
||||
|
||||
// A step that names nothing is satisfied by anything, which is how "use one of the wells" is
|
||||
// written without having to list every well in the level.
|
||||
return Objective.TargetActor.IsNull()
|
||||
return Objective.TargetActors.IsEmpty()
|
||||
&& Objective.TargetLocationMarker.IsNull()
|
||||
&& !Objective.TargetNpcTag.IsValid();
|
||||
}
|
||||
|
||||
@@ -151,7 +151,7 @@ struct PROJECTELERI_API FQuestObjective
|
||||
|
||||
/** TalkToNpc / InteractWith / LocationArrival: the target, when it is not an NPC */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Step", meta = (EditCondition = "StepType==EQuestStepType::TalkToNpc || StepType==EQuestStepType::InteractWith || StepType==EQuestStepType::LocationArrival", EditConditionHides))
|
||||
TSoftObjectPtr<AActor> TargetActor;
|
||||
TArray<TSoftObjectPtr<AActor>> TargetActors;
|
||||
|
||||
/** DialogueEvent: the event a line has to fire. TalkToNpc accepts it too, which is how a
|
||||
* conversation with several outcomes is made to count. */
|
||||
|
||||
Reference in New Issue
Block a user