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KF2-Dev-Scripts/KFGame/Classes/KFPawnVoiceGroup.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawnVoiceGroup
//=============================================================================
// Class that contains a character's dialog content
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Jeff Robinson
//=============================================================================
class KFPawnVoiceGroup extends Object
abstract
dependson(KFPawnVoiceGroupEventData)
hidecategories(Object);
/** Class that contains data about how/when this character should use dialog */
var class<KFPawnVoiceGroupEventData> EventDataClass;
struct DialogEventLineInfo
{
/** Line and possible response to play during a wave */
var AkEvent DefaultAudioCue;
/** Line and possible response to play during trader, if applicable */
var AkEvent TraderTimeAudioCue;
};
/** Actual events for each possible piece of dialog, defined in KFGameContent for each character */
var array< DialogEventLineInfo > DialogEvents;
/** For debugging only */
var array< string > DialogEventNames;
static function string GetEventName( int EventID )
{
`if(`notdefined(ShippingPC))
if( EventID >= 0 && EventID < default.DialogEventNames.length )
{
return default.DialogEventNames[ EventID ];
}
return "INVALID_EVENT";
`endif
return "Event" @ EventID;
}
/** Gets AkEvent for a given ID */
static function AkEvent GetDialogAkEvent( int EventID, bool bIsTraderTime )
{
if( bIsTraderTime && default.DialogEvents[EventID].TraderTimeAudioCue != none )
{
return default.DialogEvents[EventID].TraderTimeAudioCue;
}
return default.DialogEvents[EventID].DefaultAudioCue;
}
/** Gets info struct for a given event ID */
static function DialogEventInfo GetDialogEventInfo( int EventID )
{
return default.EventDataClass.default.Events[EventID];
}