A Demo Project for the UnrealEngineSDK
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DlgDialogueParticipantData.h
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
2#pragma once
3
4#include "DlgDialogueParticipantData.generated.h"
5
6struct FDlgCondition;
7struct FDlgEvent;
9
10// Structure useful to cache all the names used by a participant
11USTRUCT(BlueprintType)
12struct DLGSYSTEM_API FDlgParticipantData
13{
14 GENERATED_USTRUCT_BODY()
16public:
17 // Helper functions to fill the data
18 void AddConditionPrimaryData(const FDlgCondition& Condition);
19 void AddConditionSecondaryData(const FDlgCondition& Condition);
20 void AddEventData(const FDlgEvent& Event);
21 void AddTextArgumentData(const FDlgTextArgument& TextArgument);
22
23public:
24 // FName based conditions (aka conditions of type EventCall).
25 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
26 TSet<FName> Conditions;
27
28 // Custom Conditions UClasses of type UDlgConditionCustom
29 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
30 TSet<UClass*> CustomConditions;
31
32 // FName based events (aka events of type EDlgEventType)
33 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
34 TSet<FName> Events;
35
36 // Custom Events UClasses of type UDlgEventCustom
37 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
38 TSet<UClass*> CustomEvents;
39
40 // Custom Events UClasses of type UDlgTextArgumentCustom
41 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
42 TSet<UClass*> CustomTextArguments;
43
44 // Integers used in a Dialogue
45 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
46 TSet<FName> IntVariableNames;
47
48 // Floats used in a Dialogue
49 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
50 TSet<FName> FloatVariableNames;
51
52 // Booleans used in a Dialogue
53 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
54 TSet<FName> BoolVariableNames;
55
56 // Names used in a Dialogue
57 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
58 TSet<FName> NameVariableNames;
59
60 // Class Integers used in a Dialogue
61 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
62 TSet<FName> ClassIntVariableNames;
63
64 // Class Floats used in a Dialogue
65 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
66 TSet<FName> ClassFloatVariableNames;
67
68 // Class Booleans used in a Dialogue
69 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
70 TSet<FName> ClassBoolVariableNames;
71
72 // Class Names used in a Dialogue
73 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
74 TSet<FName> ClassNameVariableNames;
75
76 // Class Texts used in a Dialogue
77 UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
78 TSet<FName> ClassTextVariableNames;
79};
USTRUCT(Blueprintable)
USTRUCT(BlueprintType)
Definition DlgEvent.h:59
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")
TSet< FName > NameVariableNames
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Dialogue|Participant")
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")
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)