Dialogue widget moving stuff to cpp
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@@ -2,3 +2,12 @@
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#include "DialogueWidget.h"
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#include "EleriPlayerController.h"
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#include "Kismet/GameplayStatics.h"
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void UDialogueWidget::NativeOnInitialized()
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{
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Super::NativeOnInitialized();
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EleriPlayerController = Cast<AEleriPlayerController>(UGameplayStatics::GetPlayerController(GetWorld(), 0));
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}
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@@ -7,6 +7,12 @@
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#include "UI/EleriBaseWidget.h"
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#include "DialogueWidget.generated.h"
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class UDialogueComponent;
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class USpeechDataAsset;
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class AEleriPlayerController;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDialogueOptionSelected, int32, Index);
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/**
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*
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*/
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@@ -18,7 +24,63 @@ class PROJECTELERI_API UDialogueWidget : public UEleriBaseWidget
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public:
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UFUNCTION()
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bool IsAnimating() const { return bIsAnimating; }
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virtual void NativeOnInitialized() override;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsAnimating = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AEleriPlayerController* EleriPlayerController;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UDialogueComponent* DialogueComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 DialogueCounter = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDialogueOpen = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsTypingDialogue = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText CurrentDialogueLine;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 CurrentTypingDialogueIndex = 0;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, BlueprintCallable)
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FOnDialogueOptionSelected OnDialogueOptionSelected;
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public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void SetDialogueOptionsPadding();
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void StartDialogueTyping();
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void SkipDialogueTyping();
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void SelectDialogueOption(int32 Index);
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, meta = (AutoCreateRefTerm = "ReplacementMap"))
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void DisplayDialogue(USpeechDataAsset* SpeechDataAsset, AActor* Speaker, const TMap<FString, FText>& ReplacementMap);
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void AdvanceDialogue(const FText& Line, const FText& SpeakerName);
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void DisplayDialogueSingleLine(const FText& Line, const FText& SpeakerName);
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void ShowDialogueOptions(bool bActive, const TArray<FText>& Options);
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void SetSpeakerName(const FText& NewSpeakerName);
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};
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