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
41 lines
931 B
C++
41 lines
931 B
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
|
|
#include "HYInteractableActor.h"
|
|
|
|
// Sets default values
|
|
AHYInteractableActor::AHYInteractableActor()
|
|
{
|
|
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
|
PrimaryActorTick.bCanEverTick = true;
|
|
|
|
}
|
|
|
|
void AHYInteractableActor::Interact_Implementation(APlayerController* Controller)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FText AHYInteractableActor::GetInteractText() const
|
|
{
|
|
|
|
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
|
|
void AHYInteractableActor::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
|
|
}
|
|
|
|
// Called every frame
|
|
void AHYInteractableActor::Tick(float DeltaTime)
|
|
{
|
|
Super::Tick(DeltaTime);
|
|
|
|
}
|
|
|