5#include "CoreMinimal.h"
6#include "Sound/DialogueWave.h"
8#include "DialogueDataClassesAndStructs.generated.h"
29 UPROPERTY(BlueprintReadWrite, EditAnywhere)
32 UPROPERTY(BlueprintReadWrite, EditAnywhere)
39 GENERATED_USTRUCT_BODY()
42 PhoneOrNarratedDialogueWaves = TArray<UDialogueWave*>();
43 RadioDialogueWaves = TArray<UDialogueWave*>();
46 FDeviceBasedDialogue(TArray<UDialogueWave*> inPhoneOrNarratedDialogueWaves, TArray<UDialogueWave*> inRadioDialogueWaves)
48 PhoneOrNarratedDialogueWaves = inPhoneOrNarratedDialogueWaves;
49 RadioDialogueWaves = inRadioDialogueWaves;
53 UPROPERTY(BlueprintReadWrite, EditAnywhere)
54 TArray<UDialogueWave*> PhoneOrNarratedDialogueWaves = TArray<UDialogueWave*>();
56 UPROPERTY(BlueprintReadWrite, EditAnywhere)
57 TArray<UDialogueWave*> RadioDialogueWaves = TArray<UDialogueWave*>();
63 GENERATED_USTRUCT_BODY()
66 bShouldBeDisplayedToUser =
false;
68 PlayerResponse = FText::FromStringTable(
"/Game/Blueprints/DataTables/ST_UITextFolder/ST_UIText.ST_UIText",
"Ok", EStringTableLoadingPolicy::FindOrLoad);
73 bShouldBeDisplayedToUser = inShouldBeDisplayedToUser;
75 PlayerResponse = inPlayerResponse;
79 UPROPERTY(BlueprintReadWrite, EditAnywhere)
80 bool bShouldBeDisplayedToUser =
false;
82 UPROPERTY(BlueprintReadWrite, EditAnywhere)
85 UPROPERTY(BlueprintReadWrite, EditAnywhere)
86 FText PlayerResponse =
FText::FromStringTable("/Game/Blueprints/DataTables/ST_UITextFolder/ST_UIText.ST_UIText", "Ok", EStringTableLoadingPolicy::FindOrLoad);
92 GENERATED_USTRUCT_BODY()
95 DelayBeforePlayingAudio = 2.0f;
96 bShouldBeDisplayedToUser =
false;
102 DelayBeforePlayingAudio = inDelayBeforePlayingAudio;
103 bShouldBeDisplayedToUser = inShouldBeDisplayedToUser;
108 UPROPERTY(BlueprintReadWrite, EditAnywhere)
109 float DelayBeforePlayingAudio = 2.0f;
111 UPROPERTY(BlueprintReadWrite, EditAnywhere)
112 bool bShouldBeDisplayedToUser = false;
114 UPROPERTY(BlueprintReadWrite, EditAnywhere)
118USTRUCT(BlueprintType)
121 GENERATED_USTRUCT_BODY()
125 DelayBeforePlaying = 2.0f;
131 DelayBeforePlaying = inDelayBeforePlaying;
136 UPROPERTY(BlueprintReadWrite, EditAnywhere)
137 float DelayBeforePlaying = 2.0f;
139 UPROPERTY(BlueprintReadWrite, EditAnywhere)
143USTRUCT(BlueprintType)
146 GENERATED_USTRUCT_BODY()
150 DelayBeforePlaying = 2.0f;
151 ChatterLines = TArray<FChatterSingleLine>();
154 FChatterGroup(
float inDelayBeforePlaying, TArray<FChatterSingleLine> inChatterLines)
156 DelayBeforePlaying = inDelayBeforePlaying;
157 ChatterLines = inChatterLines;
161 UPROPERTY(BlueprintReadWrite, EditAnywhere)
162 float DelayBeforePlaying = 2.0f;
164 UPROPERTY(BlueprintReadWrite, EditAnywhere)
165 TArray<FChatterSingleLine> ChatterLines = TArray<FChatterSingleLine>();
168USTRUCT(BlueprintType)
182 FQuestion(
float inDelayBeforePlaying, FString inQuestionID,
FDeviceBasedDialogue inDialogue,
float inPossibleScoreAmount, TArray<FPlayerAnswer> inAnswers,
int inCorrectAnswerIndex)
193 UPROPERTY(BlueprintReadWrite, EditAnywhere)
197 UPROPERTY(BlueprintReadWrite, EditAnywhere)
198 FString
QuestionID = FGuid::NewGuid().ToString();
200 UPROPERTY(BlueprintReadWrite, EditAnywhere)
203 UPROPERTY(BlueprintReadWrite, EditAnywhere)
206 UPROPERTY(BlueprintReadWrite, EditAnywhere)
209 UPROPERTY(BlueprintReadWrite, EditAnywhere)
213UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"), CollapseCategories, AutoExpandCategories = ("
Default"))
219 UPROPERTY(BlueprintReadWrite, EditAnywhere)
220 FLinearColor NodeColor = FLinearColor(0.0f, 0.2f, 1.0f);
223UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"), CollapseCategories, AutoExpandCategories = ("
Default"))
231 NodeColor = FLinearColor(.95f, .32f, .12f);
234 UPROPERTY(BlueprintReadWrite, EditAnywhere)
235 FName EventName =
FName();
238UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = (
"DoNotShow"), CollapseCategories, AutoExpandCategories = (
"Default"))
246 NodeColor = FLinearColor(.65f, .28f, 1.0f);
249 UPROPERTY(BlueprintReadWrite, EditAnywhere)
253UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"), CollapseCategories, AutoExpandCategories = ("
Default"))
261 NodeColor = FLinearColor(0.598958f, 0.388297f, 0.0f);
264 UPROPERTY(BlueprintReadWrite, EditAnywhere)
268UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = (
"DoNotShow"), CollapseCategories, AutoExpandCategories = (
"Default"))
276 NodeColor = FLinearColor(0.020045f, 0.598958f, 0.0f);
279 UPROPERTY(BlueprintReadWrite, EditAnywhere)
283UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = (
"DoNotShow"), CollapseCategories, AutoExpandCategories = (
"Default"))
289 UPROPERTY(BlueprintReadWrite, EditAnywhere)
293UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"), CollapseCategories, AutoExpandCategories = ("
Default"))
301 NodeColor = FLinearColor(.28f, 1.0f, .75f);
304 UPROPERTY(BlueprintReadWrite, EditAnywhere)
305 float DelayTime = 0.0f;
UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"),...
UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"),...
UCLASS(Blueprintable, BlueprintType, Abstract, EditInlineNew, CollapseCategories)
UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"),...
UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"),...
UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"),...
UCLASS(Blueprintable, BlueprintType, EditInlineNew, HideCategories = ("DoNotShow"),...
TArray< FChatterSingleLine > ChatterLines
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FChatterGroup(float inDelayBeforePlaying, TArray< FChatterSingleLine > inChatterLines)
float DelayBeforePlaying
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FChatterSingleLine(float inDelayBeforePlaying, UDialogueWave *inDialogue)
float DelayBeforePlaying
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UDialogueWave * Dialogue
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FDeviceBasedDialogue(TArray< UDialogueWave * > inPhoneOrNarratedDialogueWaves, TArray< UDialogueWave * > inRadioDialogueWaves)
TArray< UDialogueWave * > PhoneOrNarratedDialogueWaves
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray< UDialogueWave * > RadioDialogueWaves
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float DelayBeforePlayingAudio
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bShouldBeDisplayedToUser
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FGenericAudio(float inDelayBeforePlayingAudio, bool inShouldBeDisplayedToUser, FDeviceBasedDialogue inDialogue)
FDeviceBasedDialogue Dialogue
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float Score
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FPlayerAnswer(FText inAnswerText, float inScore)
FText AnswerText
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int CorrectAnswerIndex
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString QuestionID
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FDeviceBasedDialogue Dialogue
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FQuestion(float inDelayBeforePlaying, FString inQuestionID, FDeviceBasedDialogue inDialogue, float inPossibleScoreAmount, TArray< FPlayerAnswer > inAnswers, int inCorrectAnswerIndex)
float DelayBeforePlaying
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray< FPlayerAnswer > Answers
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float PossibleScoreAmount
UPROPERTY(BlueprintReadWrite, EditAnywhere)