A Demo Project for the UnrealEngineSDK
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DlgDialogueParticipantData.cpp
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
3
4#include "UObject/DevObjectVersion.h"
5
6#include "DlgEvent.h"
7#include "DlgCondition.h"
8#include "DlgTextArgument.h"
9
12{
13 const EDlgConditionType ConditionType = Condition.ConditionType;
14 const FName ConditionName = Condition.CallbackName;
15
16 switch (ConditionType)
17 {
19 Conditions.Add(ConditionName);
20 break;
21
23 IntVariableNames.Add(ConditionName);
24 break;
26 FloatVariableNames.Add(ConditionName);
27 break;
29 BoolVariableNames.Add(ConditionName);
30 break;
32 NameVariableNames.Add(ConditionName);
33 break;
34
36 ClassIntVariableNames.Add(ConditionName);
37 break;
39 ClassFloatVariableNames.Add(ConditionName);
40 break;
42 ClassBoolVariableNames.Add(ConditionName);
43 break;
45 ClassNameVariableNames.Add(ConditionName);
46 break;
47
49 if (Condition.CustomCondition)
50 {
51 CustomConditions.Add(Condition.CustomCondition->GetClass());
52 }
53 break;
54
55 default:
56 break;
57 }
58}
59
61{
62 const FName VariableName = Condition.OtherVariableName;
63 if (Condition.CompareType != EDlgCompare::ToConst)
64 {
65 const bool bClassVariable = Condition.CompareType == EDlgCompare::ToClassVariable;
66 switch (Condition.ConditionType)
67 {
70 (bClassVariable ? ClassIntVariableNames : IntVariableNames).Add(VariableName);
71 break;
72
75 (bClassVariable ? ClassFloatVariableNames : FloatVariableNames).Add(VariableName);
76 break;
77
80 (bClassVariable ? ClassBoolVariableNames : BoolVariableNames).Add(VariableName);
81 break;
84 (bClassVariable ? ClassNameVariableNames : NameVariableNames).Add(VariableName);
85 break;
86
87 default:
88 break;
89 }
90 }
91}
92
94{
95 switch (Event.EventType)
96 {
98 Events.Add(Event.EventName);
99 break;
100
102 IntVariableNames.Add(Event.EventName);
103 break;
105 FloatVariableNames.Add(Event.EventName);
106 break;
108 BoolVariableNames.Add(Event.EventName);
109 break;
111 NameVariableNames.Add(Event.EventName);
112 break;
113
115 ClassIntVariableNames.Add(Event.EventName);
116 break;
118 ClassFloatVariableNames.Add(Event.EventName);
119 break;
121 ClassBoolVariableNames.Add(Event.EventName);
122 break;
124 ClassNameVariableNames.Add(Event.EventName);
125 break;
126
128 if (Event.CustomEvent)
129 {
130 CustomEvents.Add(Event.CustomEvent->GetClass());
131 }
132 break;
133
134 default:
135 break;
136 }
137}
138
140{
141 switch (TextArgument.Type)
142 {
144 IntVariableNames.Add(TextArgument.VariableName);
145 break;
147 FloatVariableNames.Add(TextArgument.VariableName);
148
150 ClassIntVariableNames.Add(TextArgument.VariableName);
151 break;
153 ClassFloatVariableNames.Add(TextArgument.VariableName);
154 break;
156 ClassTextVariableNames.Add(TextArgument.VariableName);
157 break;
158
160 if (TextArgument.CustomTextArgument)
161 {
162 CustomTextArguments.Add(TextArgument.CustomTextArgument->GetClass());
163 }
164 break;
165
166 default:
167 break;
168 }
169}
EDlgConditionType
UENUM(BlueprintType)
@ ModifyClassFloatVariable
USTRUCT(Blueprintable)
USTRUCT(BlueprintType)
Definition DlgEvent.h:59
void AddConditionPrimaryData(const FDlgCondition &Condition)
TSet< FName > ClassNameVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassFloatVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > IntVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > Events
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
void AddTextArgumentData(const FDlgTextArgument &TextArgument)
TSet< FName > NameVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
void AddEventData(const FDlgEvent &Event)
TSet< UClass * > CustomTextArguments
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< UClass * > CustomEvents
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassIntVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassBoolVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
void AddConditionSecondaryData(const FDlgCondition &Condition)
TSet< FName > BoolVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > ClassTextVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > FloatVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< UClass * > CustomConditions
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
TSet< FName > Conditions
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
USTRUCT(BlueprintType)
UDlgTextArgumentCustom * CustomTextArgument
UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
FName VariableName
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")
EDlgTextArgumentType Type
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue|TextArgument")