gameplay working
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@ -102,11 +102,15 @@ FString ANPC::GetDialogue_Zyxel(int index, bool Left)
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ret = ZyxelState0_0[NPC_CurrentIndexLeft];
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if (NPC_CurrentIndexLeft < ZyxelState0_0.Num() - 1)
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NPC_CurrentIndexLeft++;
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if (NPC_CurrentIndexLeft > 0)
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Zyxel_State1_Trigger_Zyxel_0 = true;
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}
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else if (index == 0 && !Left) {
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ret = ZyxelState0_1[NPC_CurrentIndexRight];
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if (NPC_CurrentIndexRight < ZyxelState0_1.Num() - 1)
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NPC_CurrentIndexRight++;
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if (NPC_CurrentIndexRight > 0)
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Zyxel_State1_Trigger_Zyxel_1 = true;
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}
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else if (index == 1 && Left) {
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ret = ZyxelState1_0[NPC_CurrentIndexLeft];
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@ -117,6 +121,8 @@ FString ANPC::GetDialogue_Zyxel(int index, bool Left)
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ret = ZyxelState1_1[NPC_CurrentIndexRight];
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if (NPC_CurrentIndexRight < ZyxelState1_1.Num() - 1)
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NPC_CurrentIndexRight++;
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if (NPC_CurrentIndexRight > 1)
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Arthrum_State1_Trigger_Zyxel_1 = true;
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}
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else if (index == 2 && Left) {
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ret = ZyxelState2_0[NPC_CurrentIndexLeft];
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@ -158,11 +164,15 @@ FString ANPC::GetDialogue_Arthrum(int index, bool Left)
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ret = ArthrumState2_0[NPC_CurrentIndexLeft];
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if (NPC_CurrentIndexLeft < ArthrumState2_0.Num() - 1)
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NPC_CurrentIndexLeft++;
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else
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Zyxel_State2_Trigger_Arthrum_0 = true;
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}
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else if (index == 2 && !Left) {
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ret = ArthrumState2_1[NPC_CurrentIndexRight];
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if (NPC_CurrentIndexRight < ArthrumState2_1.Num() - 1)
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NPC_CurrentIndexRight++;
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else
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Zyxel_State2_Trigger_Arthrum_1 = true;
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}
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return ret;
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}
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@ -174,32 +184,49 @@ FString ANPC::GetDialogue_Naioli(int index, bool Left)
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ret = NaioliState0_0[NPC_CurrentIndexLeft];
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if (NPC_CurrentIndexLeft < NaioliState0_0.Num() - 1)
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NPC_CurrentIndexLeft++;
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else
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Zyxel_State1_Trigger_Naioli_0 = true;
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if (NPC_CurrentIndexLeft > 0)
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Arthrum_State1_Trigger_Naioli_0 = true;
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}
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else if (index == 0 && !Left) {
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ret = NaioliState0_1[NPC_CurrentIndexRight];
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if (NPC_CurrentIndexRight < NaioliState0_1.Num() - 1)
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NPC_CurrentIndexRight++;
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if (NPC_CurrentIndexRight > 0) {
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Zyxel_State1_Trigger_Naioli_1 = true;
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Arthrum_State1_Trigger_Naioli_1 = true;
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}
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}
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else if (index == 1 && Left) {
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ret = NaioliState1_0[NPC_CurrentIndexLeft];
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if (NPC_CurrentIndexLeft < NaioliState0_0.Num() - 1)
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if (NPC_CurrentIndexLeft < NaioliState1_0.Num() - 1)
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NPC_CurrentIndexLeft++;
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else
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Naioli_State2_Trigger_Naioli_0 = true;
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}
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else if (index == 1 && !Left) {
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ret = NaioliState1_1[NPC_CurrentIndexRight];
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if (NPC_CurrentIndexRight < NaioliState0_1.Num() - 1)
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if (NPC_CurrentIndexRight < NaioliState1_1.Num() - 1)
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NPC_CurrentIndexRight++;
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else
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Naioli_State2_Trigger_Naioli_1 = true;
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}
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else if (index == 2 && Left) {
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ret = NaioliState2_0[NPC_CurrentIndexLeft];
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if (NPC_CurrentIndexLeft < NaioliState0_0.Num() - 1)
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if (NPC_CurrentIndexLeft < NaioliState2_0.Num() - 1)
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NPC_CurrentIndexLeft++;
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else
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Arthrum_State2_Trigger_Naioli_0 = true;
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}
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else if (index == 2 && !Left) {
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ret = NaioliState2_1[NPC_CurrentIndexRight];
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if (NPC_CurrentIndexRight < NaioliState0_1.Num() - 1)
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if (NPC_CurrentIndexRight < NaioliState2_1.Num() - 1)
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NPC_CurrentIndexRight++;
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else
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Arthrum_State2_Trigger_Naioli_1 = true;
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}
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return ret;
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}
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@ -306,5 +333,4 @@ void ANPC::BeginPlay()
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void ANPC::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@ -29,10 +29,50 @@ public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FString NPC_Name;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int NPC_State = 0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int NPC_CurrentIndexLeft = 0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int NPC_CurrentIndexRight = 0;
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//////// State 1 Zyxel
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Zyxel_State1_Trigger_Zyxel_0 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Zyxel_State1_Trigger_Zyxel_1 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Zyxel_State1_Trigger_Naioli_0 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Zyxel_State1_Trigger_Naioli_1 = false;
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//////// State 1 Arthrum
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Arthrum_State1_Trigger_Zyxel_1 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Arthrum_State1_Trigger_Naioli_0 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Arthrum_State1_Trigger_Naioli_1 = false;
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//////// State 2 Zyxel
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Zyxel_State2_Trigger_Arthrum_0 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Zyxel_State2_Trigger_Arthrum_1 = false;
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//////// State 2 Arthrum
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Arthrum_State2_Trigger_Naioli_0 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Arthrum_State2_Trigger_Naioli_1 = false;
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//////// State 2 Naioli
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Naioli_State2_Trigger_Naioli_0 = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool Naioli_State2_Trigger_Naioli_1 = false;
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TArray<FString> ZyxelState0_0;
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TArray<FString> ZyxelState0_1;
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TArray<FString> ZyxelState1_0;
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