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
This commit is contained in:
7heIVIaze
2025-05-01 12:23:10 +09:00
parent 28b3894640
commit 75c36782a9
18 changed files with 42 additions and 27 deletions

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hwanyoung2/Content/Hwanyoung/UI/Images/T_DialogueBox.uasset (Stored with Git LFS) Normal file

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@ -8,7 +8,7 @@ public class hwanyoung2Target : TargetRules
public hwanyoung2Target(TargetInfo Target) : base(Target) public hwanyoung2Target(TargetInfo Target) : base(Target)
{ {
WindowsPlatform.Compiler = WindowsCompiler.VisualStudio2022; WindowsPlatform.Compiler = WindowsCompiler.VisualStudio2022;
WindowsPlatform.CompilerVersion = "14.38.33130"; // ġ Ȯ ȣ ٲ ּ WindowsPlatform.CompilerVersion = "14.38.33130"; // 설치된 정확한 버전 번호로 바꿔주세요
Type = TargetType.Game; Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V4; DefaultBuildSettings = BuildSettingsVersion.V4;

@ -16,9 +16,12 @@ void AHYInteractableActor::Interact_Implementation(APlayerController* Controller
return; return;
} }
FString AHYInteractableActor::GetInteractText() const FText AHYInteractableActor::GetInteractText() const
{ {
return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action);
FText ReturnText = FText::Format(NSLOCTEXT("HYInteractableActor", "HowToInteraction", "{0}: Press F to {1}"), Name, Action);
return ReturnText;
//return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action);
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned

@ -25,13 +25,13 @@ public:
virtual void Interact_Implementation(APlayerController* Controller); virtual void Interact_Implementation(APlayerController* Controller);
UPROPERTY(EditDefaultsOnly) UPROPERTY(EditDefaultsOnly)
FString Name; FText Name;
UPROPERTY(EditDefaultsOnly) UPROPERTY(EditDefaultsOnly)
FString Action; FText Action;
UFUNCTION(BlueprintCallable, Category = "Pickup") UFUNCTION(BlueprintCallable, Category = "Pickup")
FString GetInteractText() const; FText GetInteractText() const;
protected: protected:
// Called when the game starts or when spawned // Called when the game starts or when spawned

@ -11,8 +11,8 @@ AHYManualPickUp::AHYManualPickUp()
ItemID = FName("No ID"); ItemID = FName("No ID");
Super::Name = "Item"; Super::Name = NSLOCTEXT("HYManualPickUp", "InteractionName", "Item");
Super::Action = "pick up"; Super::Action = NSLOCTEXT("HYManualPickUp", "InteractionAction", "pick up");
} }
void AHYManualPickUp::Interact_Implementation(APlayerController* Controller) void AHYManualPickUp::Interact_Implementation(APlayerController* Controller)

@ -9,8 +9,8 @@ AHYSaveGameActor::AHYSaveGameActor()
SavepointMesh = CreateDefaultSubobject<UStaticMeshComponent>("SavepointMesh"); SavepointMesh = CreateDefaultSubobject<UStaticMeshComponent>("SavepointMesh");
RootComponent = Cast<USceneComponent>(SavepointMesh); RootComponent = Cast<USceneComponent>(SavepointMesh);
Super::Name = "Haetae statue"; Super::Name = NSLOCTEXT("HYSaveGameActor", "InteractionName", "Haetae statue");
Super::Action = "touch"; Super::Action = NSLOCTEXT("HYSaveGameActor", "InteractionAction", "touch");
} }
void AHYSaveGameActor::Interact_Implementation(APlayerController* Controller) void AHYSaveGameActor::Interact_Implementation(APlayerController* Controller)