5#include "CoreMinimal.h"
6#include "Components/ActorComponent.h"
9#include "QuestGoalComponent.generated.h"
12UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent))
13class QUESTSYSTEM_API UQuestGoalComponent :
public UActorComponent
18 UQuestGoalComponent();
23 bool GetQuestGoalComplete();
25 bool GetShouldAddQuest(AActor* Caller) const;
28 void SetUniqueID(const int32 ID){UniqueID = ID;};
30 USceneComponent* GetWaypointAttachPoint(FName& Socket)
const;
32 UFUNCTION(BlueprintCallable, Category=
"Quest System", BlueprintPure=
false)
33 bool SaveQuests() const;
36 UFUNCTION(BlueprintCallable, Category="Quest
System")
37 bool AddQuest(AActor* Caller);
39 UFUNCTION(BlueprintCallable, Category="Quest
System")
40 bool ReportQuestObjective();
41 UFUNCTION(BlueprintCallable, Category="Quest
System")
42 bool ReportQuestObjectivePenalty();
44 UFUNCTION(BlueprintCallable, Category="Quest
System")
45 bool ReportQuestObjectiveAmount(const int32 Amount);
47 UFUNCTION(BlueprintCallable, Category="Quest
System")
48 bool ReportQuestObjectivePenaltyAmount(const int32 Amount);
50 UFUNCTION(BlueprintCallable, Category="Quest
System")
51 void QuestGoalFailed();
56 void RemoveQuestID(const FString& QuestID);
59 UFUNCTION(BlueprintCallable, Category="Quest
System")
60 FVector GetWaypointLocation() const;
63 UFUNCTION(BlueprintCallable, Category="Quest
System")
64 void SetWaypointLocation(const FVector&
Location){WaypointLocation =
Location;};
69 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Quest System|Goal")
70 TArray<FString> QuestsToAdd;
81 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Quest
System|Goal")
85 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System|Goal")
86 TArray<AActor*> WaypointActors;
87 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System|Goal")
88 int32 ReporterID = -1;
91 virtual
void BeginPlay() override;
95 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Quest
System|Goal")
96 bool bAddQuest = false;
98 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Quest
System|Goal")
99 FName AttachSocket = NAME_None;
103 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Quest
System|Goal")
104 TSubclassOf<AActor> WaypointActorClass;
105 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Quest
System|Goal")
106 FVector WaypointLocation;
108 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System|Goal")
113 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Quest
System|Goal")
114 bool bDebuggingMode = false;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition QuestReporter.h:23
Definition QuestData.h:140