Implemented dialogue system and dialogue UI prototype
Implemented Dialogue System using dialogue Component and Interface, make Dialogue UI Prototype, and change the data type of the characters to be displayed in the UI in source code
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@ -16,9 +16,12 @@ void AHYInteractableActor::Interact_Implementation(APlayerController* Controller
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return;
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}
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FString AHYInteractableActor::GetInteractText() const
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FText AHYInteractableActor::GetInteractText() const
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{
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return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action);
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FText ReturnText = FText::Format(NSLOCTEXT("HYInteractableActor", "HowToInteraction", "{0}: Press F to {1}"), Name, Action);
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return ReturnText;
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//return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action);
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}
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// Called when the game starts or when spawned
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@ -25,13 +25,13 @@ public:
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virtual void Interact_Implementation(APlayerController* Controller);
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UPROPERTY(EditDefaultsOnly)
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FString Name;
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FText Name;
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UPROPERTY(EditDefaultsOnly)
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FString Action;
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FText Action;
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UFUNCTION(BlueprintCallable, Category = "Pickup")
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FString GetInteractText() const;
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FText GetInteractText() const;
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protected:
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// Called when the game starts or when spawned
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@ -11,8 +11,8 @@ AHYManualPickUp::AHYManualPickUp()
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ItemID = FName("No ID");
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Super::Name = "Item";
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Super::Action = "pick up";
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Super::Name = NSLOCTEXT("HYManualPickUp", "InteractionName", "Item");
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Super::Action = NSLOCTEXT("HYManualPickUp", "InteractionAction", "pick up");
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}
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void AHYManualPickUp::Interact_Implementation(APlayerController* Controller)
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@ -9,8 +9,8 @@ AHYSaveGameActor::AHYSaveGameActor()
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SavepointMesh = CreateDefaultSubobject<UStaticMeshComponent>("SavepointMesh");
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RootComponent = Cast<USceneComponent>(SavepointMesh);
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Super::Name = "Haetae statue";
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Super::Action = "touch";
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Super::Name = NSLOCTEXT("HYSaveGameActor", "InteractionName", "Haetae statue");
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Super::Action = NSLOCTEXT("HYSaveGameActor", "InteractionAction", "touch");
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}
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void AHYSaveGameActor::Interact_Implementation(APlayerController* Controller)
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