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QuestSystemObjectiveWidget.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 "Blueprint/UserWidget.h"
7#include "Data/QuestData.h"
8#include "QuestSystemObjectiveWidget.generated.h"
9
10
16UCLASS()
17class QUESTSYSTEM_API UQuestSystemObjectiveWidget : public UUserWidget
18{
19 GENERATED_BODY()
20
21public:
22 UQuestSystemObjectiveWidget(const FObjectInitializer& ObjectInitializer);
23
24 void SetObjective(const FQuestObjectives& Objective);
25
26 UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
27 bool bShortObjectiveDescription = false;
28
29 UFUNCTION(BlueprintCallable, Category="Quest System|Widget")
30 FQuestObjectives GetQuestObjective() const;
31
32 UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
33 int32 ShortenedLength = 17;
34
35protected:
36 virtual void NativeConstruct() override;
37 virtual bool Initialize() override;
38
39 UFUNCTION(BlueprintCallable, Category="Quest System|Widget")
40 void SetValues();
41
42
43 // UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
44 FQuestObjectives QuestObjective;
45 //@TODO Get Colors From Common UI //
46 UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
47 FLinearColor CompleteColor = FLinearColor::Blue;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
49 FLinearColor InProgressColor = FLinearColor::Yellow;
50 UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
51 FLinearColor OptionalColor = FLinearColor::White;
52 UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Quest System|Widget")
53 FLinearColor FailedColor = FLinearColor::Red;
54
55 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget),Category="Quest System|Widget")
56 class UTextBlock* ObjectiveNameText = nullptr;
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget),Category="Quest System|Widget")
58 class UTextBlock* ObjectiveProgressText = nullptr;
59 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Quest System|Widget")
60 TSubclassOf<class UBaseQuestSystemWidget> ObjectiveTipTextClass = nullptr;
61 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest System|Widget")
62 class UImage* StatusImage = nullptr;
63 //@ TODO replace Progress Bars with BaseHelpers Progress Bar used for Health etc. has Anims
64 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest System|Widget")
65 class UProgressBar* ProgressBar = nullptr;
66 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest System|Widget")
67 class UProgressBar* FailProgressBar = nullptr;
68 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest System|Widget")
69 class UOverlay* ProgressOverlay = nullptr;
70 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest System|Tracked Quest")
71 class UScrollBox* QuestObjectiveTipBox = nullptr;
72
73 // UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget),Category="Quest System|Tracked Quest")
74 // class UTextBlock* ObjectiveDescriptionText;
75
76};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BaseQuestSystemWidget.h:12
A widget class used to display quest objectives.
Definition QuestSystemObjectiveWidget.h:18
Definition QuestData.h:361