5#include "CoreMinimal.h"
7#include "DlgSystem/DlgDialogueParticipant.h"
9#include "DialogueComponent.generated.h"
11USTRUCT(BlueprintType, Blueprintable)
14 GENERATED_USTRUCT_BODY()
16 UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
17 TMap<FName, int32> Integers;
19 UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
20 TMap<FName, int32> Floats;
22 UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
23 TMap<FName, FName> Names;
25 UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
26 TSet<FName> TrueBools;
29UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent) )
37 UFUNCTION(BlueprintCallable, Category =
"Dialogue")
38 bool GetIsInDialogue()
const{
return bIsInDialogue;}
42 UFUNCTION(BlueprintCallable, Category =
"Dialogue")
43 virtual bool StartDialogue(
class UDlgDialogue*
Dialogue,
const TArray<UObject*>& Participants)
override;
45 UFUNCTION(BlueprintCallable, Category =
"Dialogue")
46 virtual void SelectDialogueOption(int32 Option)
override;
50 virtual void BeginPlay()
override;
56 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
Dialogue)
57 FName DialogueParticipantName = FName(
"ExampleParticipantName");
61 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
Dialogue)
62 FText DialogueParticipantDisplayName = NSLOCTEXT(
"ExampleNamespace",
"ExampleCharacterName",
"ExampleParticipantName");
65 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
Dialogue)
66 UTexture2D* DialogueParticipantIcon;
69 UPROPERTY(BlueprintReadWrite, Category =
Dialogue)
70 UDlgContext* DialogueContext =
nullptr;
73 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
Dialogue)
77 virtual FName GetParticipantName_Implementation()
const override {
return DialogueParticipantName; }
78 virtual FText GetParticipantDisplayName_Implementation(FName ActiveSpeaker)
const override {
return DialogueParticipantDisplayName;}
79 virtual UTexture2D* GetParticipantIcon_Implementation(FName ActiveSpeaker, FName ActiveSpeakerState)
const override {
return DialogueParticipantIcon;}
80 virtual ETextGender GetParticipantGender_Implementation()
const override {
return ETextGender::Neuter; }
82 virtual bool ModifyIntValue_Implementation(FName ValueName,
bool bDelta, int32 Value)
override;
83 virtual bool ModifyFloatValue_Implementation(FName ValueName,
bool bDelta,
float Value)
override;
84 virtual bool ModifyBoolValue_Implementation(FName ValueName,
bool bValue)
override;
85 virtual bool ModifyNameValue_Implementation(FName ValueName, FName NameValue)
override;
87 virtual float GetFloatValue_Implementation(FName ValueName)
const override;
88 virtual int32 GetIntValue_Implementation(FName ValueName)
const override;
89 virtual bool GetBoolValue_Implementation(FName ValueName)
const override;
90 virtual FName GetNameValue_Implementation(FName ValueName)
const override;
92 virtual bool OnDialogueEvent_Implementation(UDlgContext* Context, FName EventName)
override;
93 virtual bool CheckCondition_Implementation(
const UDlgContext* Context, FName ConditionName)
const override;
96 UPROPERTY(BlueprintReadWrite, Category =
Dialogue)
97 class UDlgContext* ActiveContext;
107 UPROPERTY(EditAnywhere)
108 TSubclassOf<class UUserWidget> DialogueWidgetClass;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition DialogueInterface.h:16
Represents a character component that can be added to an actor.
Definition DialogueComponent.h:13