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QuestPlayer.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "UObject/Interface.h"
7#include "QuestPlayer.generated.h"
8
9enum class EQuestStatus : uint8;
10struct FQuestInfo;
12// This class does not need to be modified.
13UINTERFACE(MinimalAPI, NotBlueprintable)
14class UQuestPlayer : public UInterface
15{
16 GENERATED_BODY()
17};
18
26class QUESTSYSTEM_API IQuestPlayer
27{
28 GENERATED_BODY()
29
30public:
31
32 //~ Functions that will be passed down from the Auth/GameMode/State ~//
33
35 virtual void PlayerQuestStatusUpdated(const FPlayerQuestStatus& QuestStatus) = 0;
36
37 virtual void AddQuest(const int32 QuestIndex) = 0;
38 virtual void CompleteQuest(const struct FQuestOutcome& QuestOutcome) = 0;
39 virtual void CreditsAdded(const int32 CreditsAdded, const int32 TotalCredits) = 0;
40 virtual void ExperienceAdded(const int32 ExperienceAdded, const int32 TotalExperience) = 0;
41
42 virtual int32 GetPlayerQuestIndex() const = 0;
43
44 virtual void ObjectiveComplete(const FString& ObjectiveID) = 0;
45 virtual void ObjectiveFailed(const FString& ObjectiveID) = 0;
46
47
48
49
50
51};
EQuestStatus
Definition QuestData.h:57
Definition QuestPlayer.h:27
virtual void ObjectiveFailed(const FString &ObjectiveID)=0
virtual void PlayerQuestStatusUpdated(const FPlayerQuestStatus &QuestStatus)=0
virtual void ObjectiveComplete(const FString &ObjectiveID)=0
virtual void CreditsAdded(const int32 CreditsAdded, const int32 TotalCredits)=0
virtual void AddQuest(const int32 QuestIndex)=0
virtual void CompleteQuest(const struct FQuestOutcome &QuestOutcome)=0
virtual void ExperienceAdded(const int32 ExperienceAdded, const int32 TotalExperience)=0
virtual int32 GetPlayerQuestIndex() const =0
Definition QuestPlayer.h:15
Definition QuestData.h:1117
Definition QuestData.h:798
Definition QuestData.h:1084