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QuestInterface.h
Go to the documentation of this file.
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "
Data/QuestData.h
"
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#include "UObject/Interface.h"
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#include "QuestInterface.generated.h"
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UINTERFACE(MinimalAPI,meta = (CannotImplementInterfaceInBlueprint))
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class
UQuestInterface
: public UInterface
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{
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GENERATED_BODY()
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};
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class
QUESTSYSTEM_API
IQuestInterface
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{
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GENERATED_BODY()
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public
:
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AddExperiencePoints(const int32 XP) = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AddCredits(const int32 Credits) = 0;
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//
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//
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual FPlayerQuestStatus& GetPlayerQuestStatus() const = 0;
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//
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void LoadQuestsFromOtherPlayer(class UQuestSaveGame* QuestSaveGame) = 0;
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//
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual bool SaveQuestGame() = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void CreateTrackedWidget(const FQuestInfo& QuestInfo) = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void RemoveTrackedWidget() = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AddObjectiveAmount(const FString& ObjectiveID, const int32 AmountToAdd) = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AddObjectivePenalty(const FString& ObjectiveID, const int32 AmountToAdd) = 0;
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//
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AddQuest(const FString& QuestID, const bool bCallDelegate) = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AddMultipleQuests(const TArray<FString> QuestIDs) = 0;
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//
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//
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// // virtual void SetCurrentQuest(const int32 CurrentQuest) = 0;
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// // virtual void SetCurrentQuest(const FQuestInfo& CurrentQuest) = 0;
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//
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//
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void FailQuest(const FQuestInfo& QuestInfo, const FQuestOutcome QuestOutcome) = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System")
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// virtual void AbandonQuest(const FQuestInfo& QuestInfo, const FQuestOutcome QuestOutcome) = 0;
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// UFUNCTION(BlueprintCallable, Category="Quest System|Debugging")
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// virtual void RemoveQuest(const FString& QuestID) = 0;
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};
QuestData.h
IQuestInterface
Definition
QuestInterface.h:17
UQuestInterface
Definition
QuestInterface.h:12
SpaceAdventure
Plugins
QuestSystem
Source
QuestSystem
Public
Interfaces
QuestInterface.h
Generated by
1.10.0