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April 18, 2025 18:15
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #pragma once | |
| #include "CoreMinimal.h" | |
| #include "DialogueLine.h" | |
| #include "Components/ActorComponent.h" | |
| #include "DialogueComponent.generated.h" | |
| USTRUCT(BlueprintType) | |
| struct MASTER_TFE_API FDialogueWithConditions | |
| { | |
| GENERATED_BODY() | |
| FDialogueWithConditions() = default; | |
| UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
| TArray<FDialogueCondition> Conditions; | |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue", meta=(RequiredAssetDataTags = "RowStructure=/script/Master_TFE.DialogueLine")) | |
| UDataTable* Dialogue; | |
| }; | |
| /** | |
| * Store the dialogue data for an actor (usually an NPC) | |
| */ | |
| UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) | |
| class MASTER_TFE_API UDialogueComponent : public UActorComponent | |
| { | |
| GENERATED_BODY() | |
| public: | |
| // Sets default values for this component's properties | |
| UDialogueComponent(); | |
| protected: | |
| // Called when the game starts | |
| virtual void BeginPlay() override; | |
| public: | |
| /** | |
| * This will trigger the dialogue system to start the dialogue configured in the component. Does nothing if there is no dialogue to start | |
| */ | |
| UFUNCTION(BlueprintCallable) | |
| void StartDialogue() const; | |
| protected: | |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue") | |
| TArray<FDialogueWithConditions> Dialogues; // If I comment this, there is no error | |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue", meta=(RequiredAssetDataTags = "RowStructure=/script/Master_TFE.DialogueLine")) | |
| TObjectPtr<UDataTable> DefaultDialogue; | |
| }; |
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