gameplay working
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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); | ||||
|  | ||||
| } | ||||
| @@ -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; | ||||
|   | ||||
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