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QuestView.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 "QuestView.generated.h"
8
9struct FQuestInfo;
10// This class does not need to be modified.
11UINTERFACE(MinimalAPI, NotBlueprintable)
12class UQuestView : public UInterface
13{
14 GENERATED_BODY()
15};
16
20class QUESTSYSTEM_API IQuestView
21{
22 GENERATED_BODY()
23
24public:
25 // Personal Functions, I.E. the player can view/edit from the game mode separately.
26
28 UFUNCTION(BlueprintCallable, Category="Quest System|Player")
29 virtual bool SetCurrentQuest(const FQuestInfo& QuestInfo) = 0;
30 UFUNCTION(BlueprintCallable, Category="Quest System|Player")
31 virtual bool GetIsActiveQuest(const FQuestInfo& QuestInfo) const = 0;
32
33
34 UFUNCTION(BlueprintCallable, Category="Quest System|Player")
35 virtual int32 GetActiveQuestIndex() const = 0;
36 // UFUNCTION(BlueprintCallable, Category="Quest System|Player")
37 // virtual bool GetIsActiveQuest(const int32 QuestIndex) const = 0;
38
39 UFUNCTION(BlueprintCallable, Category="Quest System|Player")
40 virtual void SetQuestTrackerVisibility(const bool bVisible) const = 0;
41 UFUNCTION(BlueprintCallable, Category="Quest System|Player")
42 virtual bool GetIsTrackerVisible() const = 0;
43 UFUNCTION(BlueprintCallable, Category="Quest System|Player")
44 virtual bool ToggleQuestTrackerVisibility()
45 {
46 SetQuestTrackerVisibility(!GetIsTrackerVisible());
47 return GetIsTrackerVisible();
48 };
49
50 // UFUNCTION(BlueprintCallable, Category="Quest System")
51 // virtual void PlaceWaypointsOnActors(APlayerController* PlayerController, const FString& QuestID) = 0;
52
53};
Definition QuestView.h:21
Definition QuestView.h:13
Definition QuestData.h:798