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vampy committed Jan 17, 2018
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29 changes: 29 additions & 0 deletions .editorconfig
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# http://EditorConfig.org
# See Plugin for VS: https://github.com/editorconfig/editorconfig-visualstudio
# Other editors: http://editorconfig.org/#download

# top-most EditorConfig file
root = true

[*]
# Unix-style newlines with a newline ending every file
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
max_line_length = 140

# Tab with 4 spaces.
indent_style = tab
indent_size = 4
tab_width = 4
charset = utf-8

# MSBuild
[*.{csproj,proj,projitems,shproj,fsproj,target,props}]
indent_style = space
indent_size = 2

# Bash files
[*.sh]
indent_style = space
indent_size = 4
46 changes: 46 additions & 0 deletions .gitattributes
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# Let git use LF in git and automatic line endings in the OS
* text=auto

# if something breaks again, add -text to see line endings in diff
*.dlg diff text
*.ini text

# Declare files that will always have CRLF line endings on checkout.
*.sln text eol=crlf

#sources
*.c text
*.cc text
*.cxx text
*.cpp text
*.c++ text
*.hpp text
*.h text
*.h++ text
*.hh text

# Compiled Object files
*.slo binary
*.lo binary
*.o binary
*.obj binary

# Precompiled Headers
*.gch binary
*.pch binary

# Compiled Dynamic libraries
*.so binary
*.dylib binary
*.dll binary

# Compiled Static libraries
*.lai binary
*.la binary
*.a binary
*.lib binary

# Executables
*.exe binary
*.out binary
*.app binary
7 changes: 7 additions & 0 deletions .gitconfig
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[core]
symlinks = true
autocrlf = input
eol = lf
[color "diff"]
whitespace = red reverse

85 changes: 85 additions & 0 deletions .gitignore
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## Inspired from https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
# Visual Studio user specific files
.vs/
enc_temp_folder/

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch
*.ipch

# Compiled Dynamic libraries
*.so
*.dylib
*.dll

# Fortran module files
*.mod

# Compiled Static libraries
*.lai
*.la
*.a
*.lib

# Executables
*.exe
*.out
*.app
*.ipa

# These project files can be generated by the engine
*.xcodeproj
*.sln
*.suo
*.user
*.opensdf
*.sdf
*.VC.db
*.opendb
*.vcxproj*

# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga

# Ignore builds, binary, configuration, cache and starter content directories
Build/
Binaries/
Saved/
Intermediate/

DerivedDataCache/
Content/StarterContent/
Content/ExampleContent/
Content/TempTree/

# Don't ignore icon files in Build
!Build/**/*.ico

# Other IDE's stuff and linux/mac
.codelite/
.idea/
.vscode/
.kdev4/
cmake-*/
*.kdev4
*.workspace
*.code-workspace
*.pri
*.pro
*CodeCompletionFolders.txt
*CodeLitePreProcessor.txt
CMakeLists.txt
Makefile
core
.gdb_history
Config/QuickSave_1.txt
Config/QuickSave_0.txt
*.autosave
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32 changes: 32 additions & 0 deletions Content/Icons/LICENSE.txt
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Icons from http://game-icons.net/lorc/originals/conversation.html
- Dialogue_64x.png
- Dialogue_16x.png

Icons from http://game-icons.net/lorc/originals/uncertainty.html
- QuestionMark_16x.png

Icons from https://material.io/icons
- Event_96x.png

Icons from https://thenounproject.com/ArtZ91/collection/strategy/
- Condition_96x.png
- Dialogue_ShowPrimarySecondaryEdges_40x.png


License of Engine content at https://www.unrealengine.com/en-US/eula
From the editor content folder in your UE installation at `Engine\Content\Editor\Slate\Icons\`
Original Name | Copied Name
------------------------------------------------|------------------------------------------------
icon_Cascade_RestartInLevel_40x.png | Dialogue_Reload_40x.png
icon_Refresh_16x.png | Dialogue_Reload_16x.png
icon_asset_open_16px.png | OpenAsset_16px.png
icon_Animation_Find_Skeleton_16x.png | FindAsset_16x.png
icon_file_saveall_16px.png | Copied with Dialogue_16x.png into SaveDialogue_16x.png
icon_tab_ContentBrowser_16x.png | Copied with Dialogue_16x.png into BrowseDialogue_16x.png
icon_FindInAnyBlueprint_40px.png | Dialogue_FindAll_40x.png
icon_Blueprint_Find_40px.png | Dialogue_Find_40x.png

From `Engine\Content\Editor\Slate\Icons\BehaviourTree\`
Original Name | Copied Name
------------------------------------------------|------------------------------------------------
IndexCircle.png | Circle_20x.png
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65 changes: 65 additions & 0 deletions Content/TestDialogue.dlg
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DlgVersion 5
DlgName "TestDialogue"
DlgGuid { A -743047120 B 1156639802 C 1124860857 D 1676713096 }
Node_Speech StartNode
{
Text ""
bIsVirtualParent False
OwnerName "None"
bCheckChildrenOnEvaluation False
Children
{
{ TargetIndex 0 Text "Next" }
{ TargetIndex 1 Text "" }
}
}
Node Nodes
{
// 0
Node_Speech
{
Text "I can talk!"
bIsVirtualParent False
OwnerName "TestOwner"
bCheckChildrenOnEvaluation False
EnterConditions { { Strength "EDlgConditionStrength::DlgConditionStrengthStrong" ConditionType "EDlgConditionType::DlgConditionIntCall" ParticipantName "None" CallbackName "NodeVariable" Operation "EDlgOperation::DlgEqual" IntValue 0 FloatValue 0.0 bBoolValue True bLongTermMemory True } }
EnterEvents { { ParticipantName "None" EventType "EDlgEventType::DlgEventModifyInt" EventName "NodeVariable" IntValue 0 FloatValue 0.0 bDelta False bValue False } }
Children
{
{
TargetIndex 2
Text "Next"
Conditions { { Strength "EDlgConditionStrength::DlgConditionStrengthStrong" ConditionType "EDlgConditionType::DlgConditionIntCall" ParticipantName "None" CallbackName "EdgeVariable" Operation "EDlgOperation::DlgEqual" IntValue 100 FloatValue 0.0 bBoolValue True bLongTermMemory True } }
}
}
}
// 1
Node_Speech
{
Text "Meow. Yeah I can speak too"
bIsVirtualParent False
OwnerName "Cat"
bCheckChildrenOnEvaluation False
Children { { TargetIndex 2 Text "Next" } }
}
// 2
Node_Speech
{
Text "You don't say?"
bIsVirtualParent False
OwnerName "TestOwner"
bCheckChildrenOnEvaluation False
EnterEvents
{
{ ParticipantName "None" EventType "EDlgEventType::DlgEventModifyInt" EventName "DefaultValue" IntValue 0 FloatValue 0.0 bDelta False bValue False }
{ ParticipantName "None" EventType "EDlgEventType::DlgEventModifyInt" EventName "Default" IntValue 0 FloatValue 0.0 bDelta False bValue False }
}
Children { { TargetIndex 3 Text "Finish" } }
}
// 3
Node_End
{
OwnerName "TestOwner"
bCheckChildrenOnEvaluation False
}
}
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28 changes: 28 additions & 0 deletions DlgSystem.uplugin
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "DlgSystem",
"Description": "Dialogue system (with text based dialogues) and nice Editor for editing dialogues",
"Category": "Editor",
"CreatedBy": "NotYetGames",
"CreatedByURL": "https://gitlab.com/NotYetGames/DlgSystem",
"DocsURL": "https://gitlab.com/NotYetGames/DlgSystem",
"MarketplaceURL": "",
"SupportURL": "https://gitlab.com/NotYetGames/DlgSystem",
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "DlgSystem",
"Type": "Runtime",
"LoadingPhase": "PreDefault"
},
{
"Name": "DlgSystemEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit"
}
]
}
36 changes: 36 additions & 0 deletions README.md
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# DlgSystem

## Interacting `UObject`

### Tips
- When comparing property names from `FPropertyChangedEvent` (handled by `PostEditChangeProperty` for example) use the `GET_MEMBER_NAME_CHECKED` instead of `TEXT`.
eg: `PropertyChangedEvent.Property->GetFName() = GET_MEMBER_NAME_CHECKED(UClassChildofUObject, PropertyInClass)`

### Gotchas
- If you override the `PostEditChangeProperty` method this will be the one that gets called when a property changes.
But if you also override `PostEditChangeChainProperty` (without calling `Super`) this will be the ONLY METHOD called, no the previous one (`PostEditChangeProperty`)

## Editor explanations of types that you can extend to make your plugin more awesome

### UActorFactory
When you have an asset in the content browser and you want to drag it out on the level editor, how should that happen?

### IComponentAssetBroker
When you drag from the content browser to the blueprint how does it know to go from the asset to the component in the blueprint?

### UFactory
Create a new class from "new" or "import"

### FAssetTypeActions_Base or IAssetTypeActions
How the editor interacts with that asset in the content browser:
- color that shows at the bottom
- category it will show in (in filters and create new)
- what editor is opened

You must create a UFactory for this object type if you want it to appear in the new or import menu.

### UThumbnailRenderer or UDefaultSizedThumbnailRenderer
The default icon that you see for the asset instead of the asset color and name which is the default.

### FEditorViewportClient
Viewport client for editor viewports. Contains common functionality for camera movement, rendering debug information.
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1 change: 1 addition & 0 deletions Resources/LICENSE.txt
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Icon128.png from http://game-icons.net/lorc/originals/conversation.html
57 changes: 57 additions & 0 deletions Source/DlgSystem/DlgSystem.Build.cs
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class DlgSystem : ModuleRules
{
public DlgSystem(ReadOnlyTargetRules Target) : base(Target)
{
// Enable IWYU
// https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/index.html
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
bEnforceIWYU = true;
//PrivatePCHHeaderFile = "Private/DlgSystemPrivatePCH.h";

PublicIncludePaths.AddRange(
new string[] {
"DlgSystem/Public"
// ... add public include paths required here ...
});


PrivateIncludePaths.AddRange(
new string[] {
"DlgSystem/Private",
// ... add other private include paths required here ...
});


PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"Json",
"JsonUtilities"
// ... add other public dependencies that you statically link with here ...
});


PrivateDependencyModuleNames.AddRange(
new string[] {
"CoreUObject",
"Engine",
"Projects", // IPluginManager
// ... add private dependencies that you statically link with here ...
});

// We need this dependency when the DlgSystem works in the editor mode/built with editor
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}

DynamicallyLoadedModuleNames.AddRange(
new string[] {
// ... add any modules that your module loads dynamically here ...
});
}
}
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