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gameplay working

This commit is contained in:
ZetaKebab 2018-09-02 18:49:41 +02:00
parent c27c811059
commit 72b53b86e4
4 changed files with 71 additions and 5 deletions

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@ -102,11 +102,15 @@ FString ANPC::GetDialogue_Zyxel(int index, bool Left)
ret = ZyxelState0_0[NPC_CurrentIndexLeft];
if (NPC_CurrentIndexLeft < ZyxelState0_0.Num() - 1)
NPC_CurrentIndexLeft++;
if (NPC_CurrentIndexLeft > 0)
Zyxel_State1_Trigger_Zyxel_0 = true;
}
else if (index == 0 && !Left) {
ret = ZyxelState0_1[NPC_CurrentIndexRight];
if (NPC_CurrentIndexRight < ZyxelState0_1.Num() - 1)
NPC_CurrentIndexRight++;
if (NPC_CurrentIndexRight > 0)
Zyxel_State1_Trigger_Zyxel_1 = true;
}
else if (index == 1 && Left) {
ret = ZyxelState1_0[NPC_CurrentIndexLeft];
@ -117,6 +121,8 @@ FString ANPC::GetDialogue_Zyxel(int index, bool Left)
ret = ZyxelState1_1[NPC_CurrentIndexRight];
if (NPC_CurrentIndexRight < ZyxelState1_1.Num() - 1)
NPC_CurrentIndexRight++;
if (NPC_CurrentIndexRight > 1)
Arthrum_State1_Trigger_Zyxel_1 = true;
}
else if (index == 2 && Left) {
ret = ZyxelState2_0[NPC_CurrentIndexLeft];
@ -158,11 +164,15 @@ FString ANPC::GetDialogue_Arthrum(int index, bool Left)
ret = ArthrumState2_0[NPC_CurrentIndexLeft];
if (NPC_CurrentIndexLeft < ArthrumState2_0.Num() - 1)
NPC_CurrentIndexLeft++;
else
Zyxel_State2_Trigger_Arthrum_0 = true;
}
else if (index == 2 && !Left) {
ret = ArthrumState2_1[NPC_CurrentIndexRight];
if (NPC_CurrentIndexRight < ArthrumState2_1.Num() - 1)
NPC_CurrentIndexRight++;
else
Zyxel_State2_Trigger_Arthrum_1 = true;
}
return ret;
}
@ -174,32 +184,49 @@ FString ANPC::GetDialogue_Naioli(int index, bool Left)
ret = NaioliState0_0[NPC_CurrentIndexLeft];
if (NPC_CurrentIndexLeft < NaioliState0_0.Num() - 1)
NPC_CurrentIndexLeft++;
else
Zyxel_State1_Trigger_Naioli_0 = true;
if (NPC_CurrentIndexLeft > 0)
Arthrum_State1_Trigger_Naioli_0 = true;
}
else if (index == 0 && !Left) {
ret = NaioliState0_1[NPC_CurrentIndexRight];
if (NPC_CurrentIndexRight < NaioliState0_1.Num() - 1)
NPC_CurrentIndexRight++;
if (NPC_CurrentIndexRight > 0) {
Zyxel_State1_Trigger_Naioli_1 = true;
Arthrum_State1_Trigger_Naioli_1 = true;
}
}
else if (index == 1 && Left) {
ret = NaioliState1_0[NPC_CurrentIndexLeft];
if (NPC_CurrentIndexLeft < NaioliState0_0.Num() - 1)
if (NPC_CurrentIndexLeft < NaioliState1_0.Num() - 1)
NPC_CurrentIndexLeft++;
else
Naioli_State2_Trigger_Naioli_0 = true;
}
else if (index == 1 && !Left) {
ret = NaioliState1_1[NPC_CurrentIndexRight];
if (NPC_CurrentIndexRight < NaioliState0_1.Num() - 1)
if (NPC_CurrentIndexRight < NaioliState1_1.Num() - 1)
NPC_CurrentIndexRight++;
else
Naioli_State2_Trigger_Naioli_1 = true;
}
else if (index == 2 && Left) {
ret = NaioliState2_0[NPC_CurrentIndexLeft];
if (NPC_CurrentIndexLeft < NaioliState0_0.Num() - 1)
if (NPC_CurrentIndexLeft < NaioliState2_0.Num() - 1)
NPC_CurrentIndexLeft++;
else
Arthrum_State2_Trigger_Naioli_0 = true;
}
else if (index == 2 && !Left) {
ret = NaioliState2_1[NPC_CurrentIndexRight];
if (NPC_CurrentIndexRight < NaioliState0_1.Num() - 1)
if (NPC_CurrentIndexRight < NaioliState2_1.Num() - 1)
NPC_CurrentIndexRight++;
else
Arthrum_State2_Trigger_Naioli_1 = true;
}
return ret;
}
@ -306,5 +333,4 @@ void ANPC::BeginPlay()
void ANPC::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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@ -29,10 +29,50 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString NPC_Name;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int NPC_State = 0;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int NPC_CurrentIndexLeft = 0;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int NPC_CurrentIndexRight = 0;
//////// State 1 Zyxel
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Zyxel_State1_Trigger_Zyxel_0 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Zyxel_State1_Trigger_Zyxel_1 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Zyxel_State1_Trigger_Naioli_0 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Zyxel_State1_Trigger_Naioli_1 = false;
//////// State 1 Arthrum
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Arthrum_State1_Trigger_Zyxel_1 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Arthrum_State1_Trigger_Naioli_0 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Arthrum_State1_Trigger_Naioli_1 = false;
//////// State 2 Zyxel
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Zyxel_State2_Trigger_Arthrum_0 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Zyxel_State2_Trigger_Arthrum_1 = false;
//////// State 2 Arthrum
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Arthrum_State2_Trigger_Naioli_0 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Arthrum_State2_Trigger_Naioli_1 = false;
//////// State 2 Naioli
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Naioli_State2_Trigger_Naioli_0 = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool Naioli_State2_Trigger_Naioli_1 = false;
TArray<FString> ZyxelState0_0;
TArray<FString> ZyxelState0_1;
TArray<FString> ZyxelState1_0;