Experimental room
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@ -147,6 +147,7 @@ ManualIPAddress=
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+EditProfiles=(Name="Spectator",CustomResponses=((Channel="Interactable",Response=ECR_Ignore)))
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"Name": "ChaosNiagara",
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"Name": "ChaosNiagara",
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"Enabled": false
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"Enabled": false
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},
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},
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{
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"Name": "ChaosEditor",
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"Enabled": false
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},
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{
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{
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"Name": "ChaosSolverPlugin",
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"Name": "ChaosSolverPlugin",
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"Enabled": false
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"Enabled": false
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{
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{
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nextDialogues.Pop();
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nextDialogues.Pop();
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leadDialogueProperties = nullptr;
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leadDialogueProperties = nullptr;
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leadDialogueTimerId = -1;
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FDialogueEndCallback callback;
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FDialogueEndCallback callback;
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if(endCallbacks.Dequeue(callback))
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if(endCallbacks.Dequeue(callback))
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callback.ExecuteIfBound();
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callback.ExecuteIfBound();
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if(auto WM = AMainGameModeBase::GetWidgetsManager())
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if(auto WM = AMainGameModeBase::GetWidgetsManager())
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WM->HideDialogueWidget(*row);
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WM->HideDialogueWidget(*row);
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if(leadDialogueProperties->playMode == EDialoguePlayMode::Sequential && !endCallbacks.IsEmpty())
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switch(leadDialogueProperties->playMode)
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{
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{
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case EDialoguePlayMode::Sequential:
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leadDialogueProperties->rowName = FName(FString::FromInt(FCString::Atoi(*(leadDialogueProperties->rowName.ToString())) + 1));
|
leadDialogueProperties->rowName = FName(FString::FromInt(FCString::Atoi(*(leadDialogueProperties->rowName.ToString())) + 1));
|
||||||
|
break;
|
||||||
|
case EDialoguePlayMode::ExactRow:
|
||||||
|
QueueEnded();
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
dialoguesLock.Unlock();
|
dialoguesLock.Unlock();
|
||||||
|
if(!endCallbacks.IsEmpty())
|
||||||
PlayNextDialogue();
|
PlayNextDialogue();
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
dialoguesLock.Unlock();
|
|
||||||
}
|
|
||||||
|
|
||||||
{
|
{
|
||||||
FScopeLock lock1(&dialoguesLock);
|
FScopeLock lock1(&dialoguesLock);
|
||||||
|
@ -31,7 +31,7 @@ struct FDialogueRow : public FTableRowBase
|
|||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
FString id = "";
|
FString id = "";
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (MultiLine = "true"))
|
||||||
FText text = FText::GetEmpty();
|
FText text = FText::GetEmpty();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -22,6 +22,20 @@ public:
|
|||||||
uint8 stage2Box2 = 0;
|
uint8 stage2Box2 = 0;
|
||||||
UPROPERTY(BlueprintReadWrite)
|
UPROPERTY(BlueprintReadWrite)
|
||||||
uint8 stage3 = 0;
|
uint8 stage3 = 0;
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
bool ended = false;
|
||||||
|
};
|
||||||
|
|
||||||
|
USTRUCT(BlueprintType)
|
||||||
|
struct FLevel3_State_ExperimentalRoom
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
uint8 fail = 0;
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
bool ended = false;
|
||||||
};
|
};
|
||||||
|
|
||||||
UCLASS(BlueprintType)
|
UCLASS(BlueprintType)
|
||||||
@ -34,4 +48,6 @@ protected:
|
|||||||
|
|
||||||
UPROPERTY(BlueprintReadWrite)
|
UPROPERTY(BlueprintReadWrite)
|
||||||
FLevel3_State_TechnicalRoom technicalRoomState;
|
FLevel3_State_TechnicalRoom technicalRoomState;
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
FLevel3_State_ExperimentalRoom experimentalRoomState;
|
||||||
};
|
};
|
||||||
|
@ -7,6 +7,8 @@
|
|||||||
|
|
||||||
void AQuestManager::BeginPlay()
|
void AQuestManager::BeginPlay()
|
||||||
{
|
{
|
||||||
|
Super::BeginPlay();
|
||||||
|
|
||||||
if(auto gamemode = AMainGameModeBase::Get())
|
if(auto gamemode = AMainGameModeBase::Get())
|
||||||
gamemode->questsUpdateDelegate.AddDynamic(this, &AQuestManager::Update);
|
gamemode->questsUpdateDelegate.AddDynamic(this, &AQuestManager::Update);
|
||||||
}
|
}
|
||||||
@ -15,6 +17,8 @@ void AQuestManager::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
|||||||
{
|
{
|
||||||
if(auto gamemode = AMainGameModeBase::Get())
|
if(auto gamemode = AMainGameModeBase::Get())
|
||||||
gamemode->questsUpdateDelegate.RemoveDynamic(this, &AQuestManager::Update);
|
gamemode->questsUpdateDelegate.RemoveDynamic(this, &AQuestManager::Update);
|
||||||
|
|
||||||
|
Super::EndPlay(EndPlayReason);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AQuestManager::Update(TArray<FText> quests)
|
void AQuestManager::Update(TArray<FText> quests)
|
||||||
|
Loading…
Reference in New Issue
Block a user