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3 Commits
f2115c537b
...
3ba640ac53
| Author | SHA1 | Date | |
|---|---|---|---|
| 3ba640ac53 | |||
| f2acd7eb4c | |||
| b3f4eefe06 |
@@ -30,6 +30,9 @@ NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="GameEvents",DevComment="")
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+GameplayTagList=(Tag="GameEvents.BazarOpen",DevComment="")
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+GameplayTagList=(Tag="GameEvents.Birthday.Yuki",DevComment="")
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+GameplayTagList=(Tag="GameEvents.Character",DevComment="")
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+GameplayTagList=(Tag="GameEvents.Character.Trish",DevComment="")
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+GameplayTagList=(Tag="GameEvents.Character.Trish.Meet",DevComment="")
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+GameplayTagList=(Tag="GameEvents.World.Time",DevComment="")
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+GameplayTagList=(Tag="GameEvents.World.Time.NewDay",DevComment="")
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+GameplayTagList=(Tag="GameEvents.World.Weather",DevComment="")
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BIN
Content/GameData/Dialogue/Characters/Test/DA_Test_Speech_1.uasset
LFS
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Content/GameData/Dialogue/Characters/Test/DA_Test_Speech_1.uasset
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Content/GameData/Dialogue/Characters/Test/DA_Test_StartingDialogue.uasset
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Content/GameData/Dialogue/Characters/Test/DA_Test_StartingDialogue.uasset
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Content/GameData/Dialogue/Characters/Test/S_Trish_MeetDialogue.uasset
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Content/GameData/Dialogue/Characters/Test/S_Trish_MeetDialogue.uasset
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Content/GameData/Events/Characters/Trish/GEDA_TrishMeet.uasset
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Content/GameData/Events/Characters/Trish/GEDA_TrishMeet.uasset
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@@ -9,6 +9,7 @@
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#include "Speech.h"
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#include "SpeechDataAsset.h"
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#include "Kismet/GameplayStatics.h"
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#include "NPC/NpcBaseCharacter.h"
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#include "ProjectEleri/GameEventSystem/GameEventSubsystem.h"
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#include "QuestSystem/QuestSubsystem.h"
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@@ -43,42 +44,25 @@ void UDialogueComponent::OnDialogueLoaded()
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}
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}
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void UDialogueComponent::FilterSpeechData()
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{
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ActiveSpeechData.Empty();
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for (int i = 0; i < SpeechData.Num(); ++i)
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{
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//Check if speech event condition is met
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ActiveSpeechData.Add(SpeechData[i]);
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}
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}
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void UDialogueComponent::StartDialogueWithNpc()
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{
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UDialogueSubsystem* DialogueSubsystem = UDialogueSubsystem::Get(this);
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ensure(DialogueSubsystem);
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const ANpcBaseCharacter* NpcBaseCharacter = Cast<ANpcBaseCharacter>(GetOwner());
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if (!NpcBaseCharacter || !NpcBaseCharacter->GetStartingSpeech().IsValid()) return;
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// The NPC goes in with it, so that whoever is being talked to can be told apart from the rest of
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// the town. This component lives on the actor the player talks to, which makes GetOwner the
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// answer, and it is the single funnel every dialogue goes through.
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if (!DialogueSubsystem->StartDialogue(GetOwner())) return;
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MappedDialogueOptions.Empty();
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FilterSpeechData();
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USpeechDataAsset* StartingDialogue = NpcBaseCharacter->GetStartingSpeech().Get();
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TArray<USpeechDataAsset*> StartingDialogues = GetStartingDialogues();
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if (StartingDialogues.IsEmpty()) return;
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if (!StartingDialogues.IsEmpty()) StartingDialogue = StartingDialogues[0];
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TriggerDialogue(StartingDialogues[FMath::RandRange(0, StartingDialogues.Num() - 1)], CurrentDialogueReplacementMap);
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TArray<USpeechDataAsset*> ActiveDialogues = GetActiveDialogues();
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TArray<FText> PlayerAsks = GetPlayerAsksFromDialogueList(ActiveDialogues);
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for (int32 i = 0; i < ActiveDialogues.Num() - 1; i++)
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{
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FPlayerSpeakToDialogue SpeakToDialogue;
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SpeakToDialogue.NextSpeechDataAsset = ActiveDialogues[i];
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MappedDialogueOptions.Add(i, SpeakToDialogue);
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}
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TriggerDialogueSelect(PlayerAsks, true);
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MappedDialogueOptions.Empty();
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TriggerDialogue(StartingDialogue, CurrentDialogueReplacementMap);
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}
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void UDialogueComponent::TriggerDialogue_Async(TSoftObjectPtr<USpeechDataAsset> DialogueAssetPath, const TMap<FString, FText>& ReplacementMap)
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@@ -111,42 +95,35 @@ void UDialogueComponent::TriggerDialogue(USpeechDataAsset* DialogueAssetPath, co
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CurrentDialogueReplacementMap = ReplacementMap;
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DialogueWidget->DisplayDialogue(CurrentActiveDialogue, GetOwner(), CurrentDialogueReplacementMap);
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if (DialogueAssetPath->RandomizeLines && !DialogueAssetPath->PlayerSpeechMap.IsEmpty())
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if (!DialogueAssetPath->PlayerSpeechMap.IsEmpty())
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{
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MappedDialogueOptions.Empty();
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TArray<FText> PlayerSpeakOptions;
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for (int32 i = 0; i <= CurrentActiveDialogue->PlayerSpeechMap.Num() - 1; i++)
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{
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if (!CurrentActiveDialogue->PlayerSpeechMap[i].PassesRequirements(this)) continue;
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MappedDialogueOptions.Add(i, CurrentActiveDialogue->PlayerSpeechMap[i]);
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PlayerSpeakOptions.Add(CurrentActiveDialogue->PlayerSpeechMap[i].PlayerSpeak);
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}
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//TriggerDialogueSelect(PlayerSpeakOptions, false);
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}
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DialogueSubsystem->StartDialogue(GetOwner());
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}
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TArray<USpeechDataAsset*> UDialogueComponent::GetActiveSpeechData() { return ActiveSpeechData; }
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TArray<USpeechDataAsset*> UDialogueComponent::GetStartingDialogues()
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{
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TArray<USpeechDataAsset*> TempSpeechData;
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for (int i = 0; i < ActiveSpeechData.Num(); ++i)
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for (int i = 0; i < SpeechData.Num(); ++i)
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{
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if(ActiveSpeechData[i]->TestRequirements(GetWorld()) && ActiveSpeechData[i]->PlayerAsk.IsEmpty())
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TempSpeechData.AddUnique(ActiveSpeechData[i]);
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}
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return TempSpeechData;
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}
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TArray<USpeechDataAsset*> UDialogueComponent::GetActiveDialogues()
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{
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TArray<USpeechDataAsset*> TempSpeechData;
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for (int i = 0; i < ActiveSpeechData.Num(); ++i)
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{
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if(ActiveSpeechData[i]->TestRequirements(GetWorld()) && !ActiveSpeechData[i]->PlayerAsk.IsEmpty())
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TempSpeechData.AddUnique(ActiveSpeechData[i]);
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if( !SpeechData[i]->bIsStartingDialogue ||
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!SpeechData[i]->PlayerAsk.IsEmpty() ||
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!SpeechData[i]->TestRequirements(GetWorld()))
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{
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continue;
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}
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TempSpeechData.AddUnique(SpeechData[i]);
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}
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return TempSpeechData;
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@@ -200,11 +177,11 @@ void UDialogueComponent::AdvanceDialogue()
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{
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for (const FGameplayTag& QuestTag : CurrentActiveDialogue->StartQuests)
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{
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UQuestSubsystem::Get(this)->OfferQuest(QuestTag);
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UQuestSubsystem::Get(this)->StartQuest(QuestTag);
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}
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}
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if (!CurrentActiveDialogue->RandomizeLines && (CurrentLineIndex < CurrentActiveDialogue->DialogueLines.Num() - 1))
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if (CurrentLineIndex < CurrentActiveDialogue->DialogueLines.Num() - 1)
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{
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CurrentLineIndex++;
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DialogueWidget->AdvanceDialogue(CurrentActiveDialogue->DialogueLines[CurrentLineIndex].DialogueLine, CurrentActiveDialogue->DialogueLines[CurrentLineIndex].SpeakerName);
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@@ -217,11 +194,16 @@ void UDialogueComponent::AdvanceDialogue()
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TArray<FText> PlayerSpeakOptions;
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for (int32 i = 0; i <= CurrentActiveDialogue->PlayerSpeechMap.Num() - 1; i++)
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{
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if (!CurrentActiveDialogue->PlayerSpeechMap[i].PassesRequirements(this)) continue;
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MappedDialogueOptions.Add(i, CurrentActiveDialogue->PlayerSpeechMap[i]);
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PlayerSpeakOptions.Add(CurrentActiveDialogue->PlayerSpeechMap[i].PlayerSpeak);
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}
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TriggerDialogueSelect(PlayerSpeakOptions, false);
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return;
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if (!PlayerSpeakOptions.IsEmpty())
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{
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TriggerDialogueSelect(PlayerSpeakOptions, false);
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return;
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}
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}
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}
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@@ -19,9 +19,7 @@ class PROJECTELERI_API UDialogueComponent : public UActorComponent
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue")
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void FilterSpeechData();
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// use when you want to chit chat with an npc instead of play a specific dialogue option
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue")
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void StartDialogueWithNpc();
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@@ -30,15 +28,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue", meta = (AutoCreateRefTerm = "ReplacementMap"))
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void TriggerDialogue(USpeechDataAsset* DialogueAssetPath, const TMap<FString, FText>& ReplacementMap);
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue")
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TArray<USpeechDataAsset*> GetActiveSpeechData();
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//Goes through active speech data and returns the all speech data asset without a condition and player ask
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue")
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TArray<USpeechDataAsset*> GetStartingDialogues();
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue")
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TArray<USpeechDataAsset*> GetActiveDialogues();
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UFUNCTION(BlueprintCallable, Category = "Eleri|Dialogue")
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void SetTextReplacementMap(const TMap<FString, FText>& ReplacementMap);
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@@ -67,16 +59,12 @@ protected:
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AActor* OwnerActor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AEleriPlayerController* EleriPlayerController;
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TObjectPtr<UWidgetComponent> DialogueWidgetComponent;
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UPROPERTY()
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TObjectPtr<UDialogueWidget> DialogueWidget;
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UPROPERTY()
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TArray<TObjectPtr<USpeechDataAsset>> SpeechData;
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UPROPERTY()
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TArray<TObjectPtr<USpeechDataAsset>> ActiveSpeechData;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDialogueSelectOpen = false;
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@@ -5,26 +5,71 @@
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#include <ProjectEleri/GameEventSystem/GameEventSubsystem.h>
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#include <Kismet/GameplayStatics.h>
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#include "InventoryComponent.h"
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#include "Speech.h"
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#include "Misc/DataValidation.h"
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#include "QuestSystem/QuestSubsystem.h"
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bool USpeechDataAsset::TestRequirements(UWorld* World)
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bool FEventRequirement::TestRequirement(const UObject* WorldContext) const
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{
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UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(World);
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const UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(WorldContext);
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if (!GameInstance) return false;
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if (UGameEventSubsystem* GameEventSubsystem = GameInstance->GetSubsystem<UGameEventSubsystem>())
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switch (RequirementType)
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{
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for (const FEventRequirement& EventReq : EventsMustMeetRequirement)
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{
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if (EventReq.Stage != GameEventSubsystem->GetEventStage(EventReq.EventAsset))
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return false;
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}
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case EEventRequirementType::Event:
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{
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const UGameEventSubsystem* GameEventSubsystem = GameInstance->GetSubsystem<UGameEventSubsystem>();
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if (!GameEventSubsystem) return false;
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const EEventStage EventStage = GameEventSubsystem->GetEventStage(EventAsset);
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return bMustAchieveEvent?
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EventStage >= Stage :
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EventStage < Stage;
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}
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case EEventRequirementType::Quest:
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{
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const UQuestSubsystem* QuestSubsystem = GameInstance->GetSubsystem<UQuestSubsystem>();
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if (!QuestSubsystem) return false;
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const EQuestStatus CurrentQuestStatus = QuestSubsystem->GetQuestStatus(QuestTag);
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const bool bMeetsReq = CurrentQuestStatus >= QuestStatus;
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return bMeetsReq == bEqual;
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}
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case EEventRequirementType::Item:
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{
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const UInventoryComponent* InventoryComponent = UMainBlueprintFunctionLibrary::GetPlayerInventory(WorldContext);
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if (!InventoryComponent) return false;
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if (InventoryComponent->GetStackForItem(Item) < Stacks)
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return false;
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return true;
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}
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case EEventRequirementType::Max:
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break;
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}
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for (const FEventRequirement& EventReq : EventsMustNotMeetRequirement)
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{
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if (EventReq.Stage == GameEventSubsystem->GetEventStage(EventReq.EventAsset))
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return false;
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}
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return true;
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}
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bool FPlayerSpeakToDialogue::PassesRequirements(const UObject* WorldContext) const
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{
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for (const FEventRequirement& Requirement : EventRequirements)
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{
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if (!Requirement.TestRequirement(WorldContext)) return false;
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}
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return true;
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}
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bool USpeechDataAsset::TestRequirements(const UWorld* World)
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{
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for (const FEventRequirement& EventReq : EventRequirements)
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{
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if (!EventReq.TestRequirement(World))
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return false;
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}
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return true;
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@@ -48,3 +93,15 @@ FText USpeechDataAsset::ReplaceTextInLine(const FText& Text, TMap<FString, FText
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return FText::Format(Text, Args);
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}
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EDataValidationResult USpeechDataAsset::IsDataValid(class FDataValidationContext& Context) const
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{
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EDataValidationResult Result = Super::IsDataValid(Context);
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if (bIsStartingDialogue && EventRequirements.IsEmpty())
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{
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Context.AddError(FText::FromString(TEXT("Cannot be a starting dialogue without an event requirement")));
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Result = EDataValidationResult::Invalid;
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}
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return Result;
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}
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@@ -5,23 +5,50 @@
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "ProjectEleri/GameEventSystem/GameEventDataAsset.h"
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#include "QuestSystem/QuestTypes.h"
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#include "SpeechDataAsset.generated.h"
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struct FLineData;
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class USpeechDataAsset;
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UENUM(BlueprintType)
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enum class EEventRequirementType : uint8
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{
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Event,
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Quest,
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Item,
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Max UMETA(Hidden)
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};
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USTRUCT(BlueprintType)
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struct FEventRequirement
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (MetaClass = "/Script/ProjectEleri.GameEventDataAsset"))
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FSoftObjectPath EventAsset;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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EEventRequirementType RequirementType;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Event", EditConditionHides, MetaClass = "/Script/ProjectEleri.GameEventDataAsset"))
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FSoftObjectPath EventAsset;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Event", EditConditionHides))
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EEventStage Stage;
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// if this is false the event must not be unlocked
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Event", EditConditionHides))
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bool bMustAchieveEvent = true;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Quest", EditConditionHides, GameplayTagFilter = "Quests"))
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FGameplayTag QuestTag;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Quest", EditConditionHides, GameplayTagFilter = "Quests"))
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EQuestStatus QuestStatus;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Quest", EditConditionHides, GameplayTagFilter = "Quests"))
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bool bEqual = true;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Item", EditConditionHides, Categories = "Items"))
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FPrimaryAssetId Item;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (EditCondition = "RequirementType == EEventRequirementType::Item", EditConditionHides))
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int32 Stacks = 1;
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bool TestRequirement(const UObject* WorldContext) const;
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};
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USTRUCT(BlueprintType)
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@@ -37,6 +64,10 @@ public:
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TSoftObjectPtr<USpeechDataAsset> NextSpeechDataAsset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ForceInlineRow, Categories = "Dialogue|Event"))
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FGameplayTag GameplayTag;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Event Requirment")
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TArray<FEventRequirement> EventRequirements;
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bool PassesRequirements(const UObject* WorldContext) const;
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};
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/**
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@@ -49,10 +80,7 @@ class PROJECTELERI_API USpeechDataAsset : public UDataAsset
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Event Requirment")
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TArray<FEventRequirement> EventsMustMeetRequirement;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Event Requirment")
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TArray<FEventRequirement> EventsMustNotMeetRequirement;
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TArray<FEventRequirement> EventRequirements;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Speech")
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TSoftClassPtr<AActor> Npc;
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@@ -64,7 +92,7 @@ public:
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FText PlayerAsk;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Eleri|Speech")
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bool RandomizeLines;
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bool bIsStartingDialogue;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Eleri|Speech")
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TArray<FLineData> DialogueLines;
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@@ -73,10 +101,14 @@ public:
|
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TArray<FPlayerSpeakToDialogue> PlayerSpeechMap;
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||||
|
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UFUNCTION()
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bool TestRequirements(UWorld* World);
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bool TestRequirements(const UWorld* World);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Eleri|Options")
|
||||
FText GetFormattedDialogueLine(const int32 Index, const TMap<FString, FText> ReplacementMap);
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||||
UFUNCTION(BlueprintPure, Category = "Eleri|Options")
|
||||
static FText ReplaceTextInLine(const FText& Text, TMap<FString, FText> ReplacementMap);
|
||||
|
||||
#if WITH_EDITOR
|
||||
virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "ProjectEleri/NPC/ExtendedPawnMovement.h"
|
||||
#include "ProjectEleri/NPC/NpcStateMachineComponent.h"
|
||||
#include "ProjectEleri/Public/InventoryComponent.h"
|
||||
#include "ProjectEleri/DialogueSystem/SpeechDataAsset.h"
|
||||
|
||||
ANpcBaseCharacter::ANpcBaseCharacter()
|
||||
{
|
||||
@@ -78,10 +79,7 @@ void ANpcBaseCharacter::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// There is nothing to start here. The state machine waits to be told what to do by the schedule
|
||||
// component, which is what keeps an NPC the player never goes near from doing any work at all, and
|
||||
// an NPC with no schedule component simply stands where it was placed because nothing ever tells
|
||||
// it about an assignment.
|
||||
NpcCharacterData.StartingSpeech.LoadSynchronous();
|
||||
}
|
||||
|
||||
void ANpcBaseCharacter::ToggleInteractableUI_Implementation(bool bActive)
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Interface/InteractableActorInterface.h"
|
||||
#include "NpcBaseCharacter.generated.h"
|
||||
|
||||
class USpeechDataAsset;
|
||||
class UCapsuleComponent;
|
||||
class UEleriFlipbookComponent;
|
||||
class UExtendedPawnMovement;
|
||||
@@ -26,6 +27,9 @@ struct FNpcCharacterData
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FText NpcName;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TSoftObjectPtr<USpeechDataAsset> StartingSpeech;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -78,6 +82,7 @@ public:
|
||||
UNpcStateMachineComponent* GetNpcStateMachine() const { return StateMachineComponent; }
|
||||
|
||||
virtual void ToggleInteractableUI_Implementation(bool bActive) override;
|
||||
TSoftObjectPtr<USpeechDataAsset> GetStartingSpeech() const { return NpcCharacterData.StartingSpeech; }
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
|
||||
@@ -36,7 +36,7 @@ void UInventoryComponent::BeginPlay()
|
||||
InitializeInventory();
|
||||
}
|
||||
|
||||
int32 UInventoryComponent::HasItem(FPrimaryAssetId ItemId, bool HQ)
|
||||
int32 UInventoryComponent::HasItem(FPrimaryAssetId ItemId, bool HQ) const
|
||||
{
|
||||
for (int32 i = 0; i < ItemList.Num(); i++)
|
||||
{
|
||||
@@ -131,7 +131,7 @@ void UInventoryComponent::EmptyInventory()
|
||||
OnInventoryUpdated.Broadcast();
|
||||
}
|
||||
|
||||
int32 UInventoryComponent::GetStackForItem(FPrimaryAssetId ItemId, bool HQ)
|
||||
int32 UInventoryComponent::GetStackForItem(FPrimaryAssetId ItemId, bool HQ) const
|
||||
{
|
||||
for (int32 i = 0; i < ItemList.Num(); i++)
|
||||
{
|
||||
|
||||
@@ -129,10 +129,10 @@ public:
|
||||
void EmptyInventory();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
int32 GetStackForItem(FPrimaryAssetId ItemId, bool HQ = false);
|
||||
int32 GetStackForItem(FPrimaryAssetId ItemId, bool HQ = false) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
int32 HasItem(FPrimaryAssetId ItemToCheck, bool HQ = false);
|
||||
int32 HasItem(FPrimaryAssetId ItemToCheck, bool HQ = false) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
TArray<FPrimaryAssetId> GetItemAssetIds();
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "EleriAssetCategory.h"
|
||||
|
||||
#include "AssetToolsModule.h"
|
||||
#include "IAssetTools.h"
|
||||
#include "Internationalization/Text.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "EleriAssetCategory"
|
||||
|
||||
namespace EleriAssetCategory
|
||||
{
|
||||
const FAssetCategoryPath& Get()
|
||||
{
|
||||
// A function-local static rather than a namespace-scope global: LOCTEXT has to run once the
|
||||
// localization system is up, which this module's static initialisers cannot count on.
|
||||
static const FAssetCategoryPath Category(LOCTEXT("Category", "Eleri"));
|
||||
return Category;
|
||||
}
|
||||
|
||||
uint32 GetLegacyCategoryBit()
|
||||
{
|
||||
// The new Content Browser places a factory by the category path of the asset definition behind the
|
||||
// class it supports. The older one still files the Add menu by an EAssetTypeCategories bitmask, and
|
||||
// a bit for a category of our own only exists once someone has registered it. Doing that here, once
|
||||
// and lazily, is what keeps the two paths pointing at the same entry instead of at two nearly
|
||||
// identical ones.
|
||||
static const uint32 Bit = []()
|
||||
{
|
||||
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools")).Get();
|
||||
|
||||
// The key the engine groups by is the source string of the path's first entry rather than the
|
||||
// localized one, so an editor running in another language still lands in the same category.
|
||||
const FAssetCategoryPath& Category = Get();
|
||||
return (uint32)AssetTools.RegisterAdvancedAssetCategory(
|
||||
FName(*FTextInspector::GetSourceString(Category.GetCategoryText())),
|
||||
Category.GetCategoryText());
|
||||
}();
|
||||
|
||||
return Bit;
|
||||
}
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
26
Source/ProjectEleriEditor/Private/Eleri/EleriAssetCategory.h
Normal file
26
Source/ProjectEleriEditor/Private/Eleri/EleriAssetCategory.h
Normal file
@@ -0,0 +1,26 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Misc/AssetCategoryPath.h"
|
||||
|
||||
/**
|
||||
* The one category every data asset type of this project is filed under in the Content Browser.
|
||||
*
|
||||
* A category is a path rather than an enum entry: the asset definition a data asset type is described by
|
||||
* hands this path to the engine, the engine derives the key it groups by from the path's source string,
|
||||
* and both the Filters panel and the Add menu read that same list. Registering it with the Asset Tools
|
||||
* as well is only what the older Content Browser style needs, which still files the Add menu by the
|
||||
* EAssetTypeCategories bitmask instead of by the path.
|
||||
*/
|
||||
namespace EleriAssetCategory
|
||||
{
|
||||
/** The shared category path. The reference is to a function-local static, so it is safe to copy from
|
||||
* a definition's initialiser, but it must not be held on to once the module has been shut down. */
|
||||
const FAssetCategoryPath& Get();
|
||||
|
||||
/** The EAssetTypeCategories bit for this category, for UFactory::GetMenuCategories(). Registered on
|
||||
* the first call and the same value on every call after it. */
|
||||
uint32 GetLegacyCategoryBit();
|
||||
}
|
||||
@@ -0,0 +1,253 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "EleriDataAssetDefinitions.h"
|
||||
|
||||
#include "EleriAssetCategory.h"
|
||||
|
||||
#include "ProjectEleri/Ai/NpcScheduleAsset.h"
|
||||
#include "ProjectEleri/Animation/AnimationDataAsset.h"
|
||||
#include "ProjectEleri/Data/BazarSettingsDataAsset.h"
|
||||
#include "ProjectEleri/Data/FaceExpressionDataAsset.h"
|
||||
#include "ProjectEleri/Data/Minigames/BaseMinigameDataAsset.h"
|
||||
#include "ProjectEleri/Data/NpcDataAsset.h"
|
||||
#include "ProjectEleri/Data/WeatherPresetDataAsset.h"
|
||||
#include "ProjectEleri/DialogueSystem/QuestDatabase.h"
|
||||
#include "ProjectEleri/DialogueSystem/SpeechDataAsset.h"
|
||||
#include "ProjectEleri/GameEventSystem/GameEventDataAsset.h"
|
||||
#include "ProjectEleri/Items/DataAssets/ItemDataAsset.h"
|
||||
#include "ProjectEleri/Items/ItemContainer.h"
|
||||
#include "ProjectEleri/QuestSystem/QuestDataAsset.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "EleriDataAssetDefinitions"
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Shared behaviour
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
TConstArrayView<FAssetCategoryPath> UEleriDataAssetDefinition::GetAssetCategories() const
|
||||
{
|
||||
// One entry, the same for every definition in here. It has to outlive the call, because the engine
|
||||
// keeps the view it is handed rather than copying it.
|
||||
static const TArray<FAssetCategoryPath> Categories = { EleriAssetCategory::Get() };
|
||||
return Categories;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Items
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
FText UEleriItemDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("ItemDataAssetName", "Item");
|
||||
}
|
||||
|
||||
FLinearColor UEleriItemDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.86f, 0.33f, 0.10f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriItemDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UItemDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriItemContainerDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("ItemContainerName", "Item Container");
|
||||
}
|
||||
|
||||
FLinearColor UEleriItemContainerDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.85f, 0.55f, 0.10f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriItemContainerDefinition::GetAssetClass() const
|
||||
{
|
||||
return UItemContainer::StaticClass();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Quests and dialogue
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
FText UEleriQuestDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("QuestDataAssetName", "Quest");
|
||||
}
|
||||
|
||||
FLinearColor UEleriQuestDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.95f, 0.80f, 0.15f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriQuestDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UQuestDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriQuestDatabaseDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("QuestDatabaseName", "Quest Database");
|
||||
}
|
||||
|
||||
FLinearColor UEleriQuestDatabaseDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.65f, 0.62f, 0.15f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriQuestDatabaseDefinition::GetAssetClass() const
|
||||
{
|
||||
return UQuestDatabase::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriSpeechDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("SpeechDataAssetName", "Speech");
|
||||
}
|
||||
|
||||
FLinearColor UEleriSpeechDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.35f, 0.70f, 0.85f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriSpeechDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return USpeechDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
World events and weather
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
FText UEleriGameEventDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("GameEventDataAssetName", "Game Event");
|
||||
}
|
||||
|
||||
FLinearColor UEleriGameEventDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.60f, 0.35f, 0.85f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriGameEventDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UGameEventDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriWeatherPresetDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("WeatherPresetDataAssetName", "Weather Preset");
|
||||
}
|
||||
|
||||
FLinearColor UEleriWeatherPresetDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.30f, 0.60f, 0.90f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriWeatherPresetDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UWeatherPresetDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Characters
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
FText UEleriFaceExpressionDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("FaceExpressionDataAssetName", "Face Expression");
|
||||
}
|
||||
|
||||
FLinearColor UEleriFaceExpressionDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.95f, 0.55f, 0.70f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriFaceExpressionDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UFaceExpressionDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriNpcDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("NpcDataAssetName", "NPC");
|
||||
}
|
||||
|
||||
FLinearColor UEleriNpcDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.30f, 0.75f, 0.55f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriNpcDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UNpcDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriNpcScheduleAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("NpcScheduleAssetName", "NPC Schedule");
|
||||
}
|
||||
|
||||
FLinearColor UEleriNpcScheduleAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.20f, 0.60f, 0.45f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriNpcScheduleAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UNpcScheduleAsset::StaticClass();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Settings, animation and minigames
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
FText UEleriBazarSettingsDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("BazarSettingsDataAssetName", "Bazar Settings");
|
||||
}
|
||||
|
||||
FLinearColor UEleriBazarSettingsDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.80f, 0.45f, 0.25f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriBazarSettingsDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UBazarSettingsDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriAnimationDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("AnimationDataAssetName", "Animation");
|
||||
}
|
||||
|
||||
FLinearColor UEleriAnimationDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.45f, 0.45f, 0.85f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriAnimationDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
return UAnimationDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriMinigameDataAssetDefinition::GetAssetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("MinigameDataAssetName", "Minigame");
|
||||
}
|
||||
|
||||
FLinearColor UEleriMinigameDataAssetDefinition::GetAssetColor() const
|
||||
{
|
||||
return FLinearColor(0.85f, 0.30f, 0.55f);
|
||||
}
|
||||
|
||||
TSoftClassPtr<UObject> UEleriMinigameDataAssetDefinition::GetAssetClass() const
|
||||
{
|
||||
// The base class, deliberately: the engine answers for a class with the definition registered for
|
||||
// its nearest ancestor that has one, so this single entry covers Potion Sort and every minigame
|
||||
// added after it without any of them having to be listed here.
|
||||
return UBaseMinigameDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
@@ -0,0 +1,235 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "AssetDefinitionDefault.h"
|
||||
|
||||
#include "EleriDataAssetDefinitions.generated.h"
|
||||
|
||||
/**
|
||||
* One asset definition per data asset type of the project, all of them filed under the Eleri category.
|
||||
*
|
||||
* A definition is what tells the editor what a data asset type is called, what colour it is drawn in and
|
||||
* which category it belongs to. Both halves of the Content Browser read that: the Filters panel builds a
|
||||
* filter per definition out of it, and the Add menu files the factory behind a type by the category of
|
||||
* the definition registered for the class that factory makes. A type therefore only has to say that it
|
||||
* is an Eleri asset in one place to turn up in both.
|
||||
*
|
||||
* The engine registers these itself as the module loads, one per class, so there is nothing to do at
|
||||
* startup beyond declaring them. A definition also answers for the subclasses of its class, which is why
|
||||
* the minigame entry below is declared on the base and covers every minigame there is.
|
||||
*/
|
||||
UCLASS(Abstract)
|
||||
class UEleriDataAssetDefinition : public UAssetDefinitionDefault
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Items
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** An item: the thing a player can hold, gather, grow or craft. */
|
||||
UCLASS()
|
||||
class UEleriItemDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** A container: a named set of items, used where an inventory has to start with something in it. */
|
||||
UCLASS()
|
||||
class UEleriItemContainerDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Quests and dialogue
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** A quest: its steps, the conditions it can be taken under and what it hands back. */
|
||||
UCLASS()
|
||||
class UEleriQuestDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** The quest database: the asset every quest is looked up through. */
|
||||
UCLASS()
|
||||
class UEleriQuestDatabaseDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** Speech: the lines an NPC says, and how they are said. */
|
||||
UCLASS()
|
||||
class UEleriSpeechDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
World events and weather
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** A game event: something the world does on a day, a condition or a trigger. */
|
||||
UCLASS()
|
||||
class UEleriGameEventDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** A weather preset: the sky, the fog and the particles one kind of weather is made of. */
|
||||
UCLASS()
|
||||
class UEleriWeatherPresetDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Characters
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** A face expression set: the sprites each of an NPC's moods is drawn from. */
|
||||
UCLASS()
|
||||
class UEleriFaceExpressionDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** An NPC: who they are, how they look and what they are called. */
|
||||
UCLASS()
|
||||
class UEleriNpcDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** An NPC schedule: a day of a character, as a list of places and the times they are in them. */
|
||||
UCLASS()
|
||||
class UEleriNpcScheduleAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Settings, animation and minigames
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** The bazar settings: what the market spawns, how often and how it pays. */
|
||||
UCLASS()
|
||||
class UEleriBazarSettingsDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** An animation set: which flipbook an action of a character plays. */
|
||||
UCLASS()
|
||||
class UEleriAnimationDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
|
||||
/** A minigame: the rules and the content one minigame is set up with. Declared on the base class, so
|
||||
* this one entry stands in for every minigame in the project, Potion Sort included. */
|
||||
UCLASS()
|
||||
class UEleriMinigameDataAssetDefinition : public UEleriDataAssetDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// UAssetDefinition
|
||||
virtual FText GetAssetDisplayName() const override;
|
||||
virtual FLinearColor GetAssetColor() const override;
|
||||
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
|
||||
// End UAssetDefinition
|
||||
};
|
||||
@@ -0,0 +1,231 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "EleriDataAssetFactories.h"
|
||||
|
||||
#include "EleriAssetCategory.h"
|
||||
|
||||
#include "Engine/DataAsset.h"
|
||||
|
||||
#include "ProjectEleri/Ai/NpcScheduleAsset.h"
|
||||
#include "ProjectEleri/Animation/AnimationDataAsset.h"
|
||||
#include "ProjectEleri/Data/BazarSettingsDataAsset.h"
|
||||
#include "ProjectEleri/Data/FaceExpressionDataAsset.h"
|
||||
#include "ProjectEleri/Data/Minigames/PotionSortDataAsset.h"
|
||||
#include "ProjectEleri/Data/NpcDataAsset.h"
|
||||
#include "ProjectEleri/Data/WeatherPresetDataAsset.h"
|
||||
#include "ProjectEleri/DialogueSystem/QuestDatabase.h"
|
||||
#include "ProjectEleri/DialogueSystem/SpeechDataAsset.h"
|
||||
#include "ProjectEleri/GameEventSystem/GameEventDataAsset.h"
|
||||
#include "ProjectEleri/Items/DataAssets/ItemDataAsset.h"
|
||||
#include "ProjectEleri/Items/ItemContainer.h"
|
||||
#include "ProjectEleri/QuestSystem/QuestDataAsset.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "EleriDataAssetFactories"
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Shared behaviour
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
UEleriDataAssetFactory::UEleriDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
// What these make is always a data asset, and the class is the only thing that separates one from
|
||||
// the next, so that is all a subclass has to set. bCreateNew is what admits a factory to the Add
|
||||
// menu, and bEditAfterNew is what opens the asset once it exists, which for a data asset means the
|
||||
// details panel a fresh one has to be filled in through.
|
||||
bCreateNew = true;
|
||||
bEditAfterNew = true;
|
||||
bEditorImport = false;
|
||||
}
|
||||
|
||||
bool UEleriDataAssetFactory::ConfigureProperties()
|
||||
{
|
||||
// Nothing to ask about. Each factory makes the one class it is named after, so the class picker the
|
||||
// engine would otherwise open here would be a dialog with a single entry in it.
|
||||
return true;
|
||||
}
|
||||
|
||||
uint32 UEleriDataAssetFactory::GetMenuCategories() const
|
||||
{
|
||||
return EleriAssetCategory::GetLegacyCategoryBit();
|
||||
}
|
||||
|
||||
UObject* UEleriDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
|
||||
{
|
||||
// SupportedClass rather than InClass: the Content Browser runs whichever factory it was asked to,
|
||||
// and going through this factory's own member keeps the two from ever disagreeing.
|
||||
UClass* ClassToCreate = SupportedClass.Get();
|
||||
if (!ensureMsgf(ClassToCreate, TEXT("%s has no supported class, so there is nothing to create"), *GetName()))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return NewObject<UDataAsset>(InParent, ClassToCreate, InName, Flags | RF_Transactional);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Items
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
UEleriItemDataAssetFactory::UEleriItemDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UItemDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriItemDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("ItemFactoryName", "Item");
|
||||
}
|
||||
|
||||
UEleriItemContainerFactory::UEleriItemContainerFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UItemContainer::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriItemContainerFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("ItemContainerFactoryName", "Item Container");
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Quests and dialogue
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
UEleriQuestDataAssetFactory::UEleriQuestDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UQuestDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriQuestDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("QuestFactoryName", "Quest");
|
||||
}
|
||||
|
||||
UEleriQuestDatabaseFactory::UEleriQuestDatabaseFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UQuestDatabase::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriQuestDatabaseFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("QuestDatabaseFactoryName", "Quest Database");
|
||||
}
|
||||
|
||||
UEleriSpeechDataAssetFactory::UEleriSpeechDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = USpeechDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriSpeechDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("SpeechFactoryName", "Speech");
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
World events and weather
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
UEleriGameEventDataAssetFactory::UEleriGameEventDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UGameEventDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriGameEventDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("GameEventFactoryName", "Game Event");
|
||||
}
|
||||
|
||||
UEleriWeatherPresetDataAssetFactory::UEleriWeatherPresetDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UWeatherPresetDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriWeatherPresetDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("WeatherPresetFactoryName", "Weather Preset");
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Characters
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
UEleriFaceExpressionDataAssetFactory::UEleriFaceExpressionDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UFaceExpressionDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriFaceExpressionDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("FaceExpressionFactoryName", "Face Expression");
|
||||
}
|
||||
|
||||
UEleriNpcDataAssetFactory::UEleriNpcDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UNpcDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriNpcDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("NpcFactoryName", "NPC");
|
||||
}
|
||||
|
||||
UEleriNpcScheduleAssetFactory::UEleriNpcScheduleAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UNpcScheduleAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriNpcScheduleAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("NpcScheduleFactoryName", "NPC Schedule");
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Settings, animation and minigames
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
UEleriBazarSettingsDataAssetFactory::UEleriBazarSettingsDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UBazarSettingsDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriBazarSettingsDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("BazarSettingsFactoryName", "Bazar Settings");
|
||||
}
|
||||
|
||||
UEleriAnimationDataAssetFactory::UEleriAnimationDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
SupportedClass = UAnimationDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriAnimationDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("AnimationFactoryName", "Animation");
|
||||
}
|
||||
|
||||
UEleriPotionSortDataAssetFactory::UEleriPotionSortDataAssetFactory(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
// The concrete minigame rather than the base class the definition sits on: the base exists to be
|
||||
// inherited from, so offering to make a bare one would only ever produce an asset with nothing in it.
|
||||
SupportedClass = UPotionSortDataAsset::StaticClass();
|
||||
}
|
||||
|
||||
FText UEleriPotionSortDataAssetFactory::GetDisplayName() const
|
||||
{
|
||||
return LOCTEXT("PotionSortFactoryName", "Potion Sort Minigame");
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
@@ -0,0 +1,238 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Factories/Factory.h"
|
||||
|
||||
#include "EleriDataAssetFactories.generated.h"
|
||||
|
||||
/**
|
||||
* The factories behind the data asset types the Eleri category offers, one per type.
|
||||
*
|
||||
* A factory is what puts a type into the Content Browser's Add menu, and the engine files it there by
|
||||
* asking the asset definition of the class it supports where that class belongs, so a factory only has
|
||||
* to name the class it makes. It also hands back the EAssetTypeCategories bit for the Eleri category,
|
||||
* which is what the older Content Browser style groups the Add menu by, so the group holds together
|
||||
* whichever of the two styles is in use.
|
||||
*
|
||||
* These only ever create the class they are named after. There is nothing to configure, so the factory
|
||||
* goes straight to creating the asset as soon as it is picked.
|
||||
*/
|
||||
UCLASS(Abstract)
|
||||
class UEleriDataAssetFactory : public UFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual bool ConfigureProperties() override;
|
||||
virtual uint32 GetMenuCategories() const override;
|
||||
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Items
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** Creates a new item data asset. */
|
||||
UCLASS()
|
||||
class UEleriItemDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriItemDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new item container. */
|
||||
UCLASS()
|
||||
class UEleriItemContainerFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriItemContainerFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Quests and dialogue
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** Creates a new quest. */
|
||||
UCLASS()
|
||||
class UEleriQuestDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriQuestDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new quest database. */
|
||||
UCLASS()
|
||||
class UEleriQuestDatabaseFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriQuestDatabaseFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new speech asset. */
|
||||
UCLASS()
|
||||
class UEleriSpeechDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriSpeechDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
World events and weather
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** Creates a new game event. */
|
||||
UCLASS()
|
||||
class UEleriGameEventDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriGameEventDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new weather preset. */
|
||||
UCLASS()
|
||||
class UEleriWeatherPresetDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriWeatherPresetDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Characters
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** Creates a new face expression set. */
|
||||
UCLASS()
|
||||
class UEleriFaceExpressionDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriFaceExpressionDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new NPC. */
|
||||
UCLASS()
|
||||
class UEleriNpcDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriNpcDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new NPC schedule. */
|
||||
UCLASS()
|
||||
class UEleriNpcScheduleAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriNpcScheduleAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------
|
||||
Settings, animation and minigames
|
||||
-----------------------------------------------------------------------------*/
|
||||
|
||||
/** Creates a new bazar settings asset. */
|
||||
UCLASS()
|
||||
class UEleriBazarSettingsDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriBazarSettingsDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new animation set. */
|
||||
UCLASS()
|
||||
class UEleriAnimationDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriAnimationDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
|
||||
/** Creates a new Potion Sort minigame. The category entry it turns up under is declared on the
|
||||
* minigame base class, so a minigame added later needs its own factory here but no category. */
|
||||
UCLASS()
|
||||
class UEleriPotionSortDataAssetFactory : public UEleriDataAssetFactory
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEleriPotionSortDataAssetFactory(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// UFactory
|
||||
virtual FText GetDisplayName() const override;
|
||||
// End UFactory
|
||||
};
|
||||
@@ -13,6 +13,15 @@
|
||||
#include "NpcScheduleAssetCustomization.h"
|
||||
#include "ScheduleAssetRecheck.h"
|
||||
|
||||
// The asset definitions and factories that file every data asset type of the project under the Eleri
|
||||
// category in the Content Browser. Nothing below calls into any of them: a definition registers itself
|
||||
// with the engine as its class is loaded, and the factories are only ever run by the Content Browser, so
|
||||
// declaring these files here is the whole of the wiring. They are included so that this file states
|
||||
// where the category comes from rather than leaving it to be found by reading the folder.
|
||||
#include "Eleri/EleriAssetCategory.h"
|
||||
#include "Eleri/EleriDataAssetDefinitions.h"
|
||||
#include "Eleri/EleriDataAssetFactories.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "ProjectEleriEditorModule"
|
||||
|
||||
IMPLEMENT_GAME_MODULE(FProjectEleriEditorModule, ProjectEleriEditor);
|
||||
|
||||
@@ -21,6 +21,12 @@ public class ProjectEleriEditor : ModuleRules
|
||||
"Projects",
|
||||
"ToolMenus",
|
||||
"AssetRegistry",
|
||||
// Asset categories are what the Content Browser files assets by, and in the engine version this
|
||||
// project builds against a data asset type declares its own category as an asset definition
|
||||
// rather than as an asset type action. AssetTools is still needed for the category bit the
|
||||
// older Content Browser style files the Add menu by.
|
||||
"AssetDefinition",
|
||||
"AssetTools",
|
||||
"ContentBrowser",
|
||||
// The world map builder drives a scene capture and reads the render target back on the CPU, which
|
||||
// is where the render thread and the pixel formats it copies between come in.
|
||||
|
||||
Reference in New Issue
Block a user