41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ConversationSubNode.h"
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#include "ConversationRequirementNode.generated.h"
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#define UE_API COMMONCONVERSATIONRUNTIME_API
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/**
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* The requirement result.
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*/
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UENUM(BlueprintType)
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enum class EConversationRequirementResult : uint8
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{
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/** This option is available */
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Passed,
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/** This option is not available, but we should tell the player about it still. */
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FailedButVisible,
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/** This option is not available, and we should keep it hidden. */
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FailedAndHidden,
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};
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COMMONCONVERSATIONRUNTIME_API EConversationRequirementResult MergeRequirements(EConversationRequirementResult CurrentResult, EConversationRequirementResult MergeResult);
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/**
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* A requirement is placed on a parent node to control whether or not it can be activated
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* (when a link to the parent node is being evaluated, the requirement will be asked if it is satisfied or not)
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*/
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UCLASS(MinimalAPI, Abstract, Blueprintable)
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class UConversationRequirementNode : public UConversationSubNode
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintNativeEvent)
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UE_API EConversationRequirementResult IsRequirementSatisfied(const FConversationContext& Context) const;
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};
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#undef UE_API
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