#include <QuestData.h>
◆ FQuestInfo() [1/2]
| FQuestInfo::FQuestInfo |
( |
| ) |
|
|
inline |
◆ FQuestInfo() [2/2]
863 {
865 }
FQuestInfoStatus Status
Definition QuestData.h:836
◆ Empty()
901 {
903 return EmptyQuestInfo;
904 }
Definition QuestData.h:798
◆ GetActiveObjectiveIDs()
| TArray< FString > FQuestInfo::GetActiveObjectiveIDs |
( |
| ) |
const |
|
inline |
991 {
993 }
TArray< FString > GetActiveObjectiveIDs() const
Definition QuestData.h:726
◆ GetActiveObjectiveIDsWithMarkers()
| TArray< FString > FQuestInfo::GetActiveObjectiveIDsWithMarkers |
( |
| ) |
const |
|
inline |
999 {
1001 }
TArray< FString > GetActiveObjectiveIDsWithMarkers() const
Definition QuestData.h:757
◆ GetCanBeCompleted()
| bool FQuestInfo::GetCanBeCompleted |
( |
const UObject * | Owner, |
|
|
EQuestStatus & | QuestOutcome ) |
|
inline |
1030 {
1031
1034 {
1036 }
1037 QuestOutcome = EQuestStatus::Failed;
1038 return true;
1039 }
bool GetIsQuestInTime() const
Definition QuestData.h:966
float SaveQuestTime(const UObject *Owner)
Definition QuestData.h:956
bool GetCanBeCompleted(const UObject *Owner, EQuestStatus &QuestOutcome)
Definition QuestData.h:676
◆ GetCompletedObjectives()
978 {
979 TArray<FQuestObjectives> CompletedObjectives;
980 for(
const auto& Objective :
Status.ObjectiveReferences)
981 {
982 if(Objective == nullptr){continue;}
983 if(Objective->GetIsComplete())
984 {
985 CompletedObjectives.AddUnique(*Objective);
986 }
987 }
988 return CompletedObjectives;
989 }
◆ GetElapsedTime()
| float FQuestInfo::GetElapsedTime |
( |
| ) |
const |
|
inline |
943 {
945 }
float GetElapsedTime() const
Definition QuestData.h:708
◆ GetFullQuestReward()
1003 {
1006 {
1007 FullReward.
Credits += Objective.RewardBonus.Credits;
1008 FullReward.
Experience += Objective.RewardBonus.Experience;
1009 }
1010 return FullReward;
1011 }
TArray< FQuestObjectives > GetCompletedObjectives() const
Definition QuestData.h:977
FQuestReward Reward
Definition QuestData.h:819
Definition QuestData.h:167
int32 Experience
Definition QuestData.h:171
int32 Credits
Definition QuestData.h:173
◆ GetIsActive()
| bool FQuestInfo::GetIsActive |
( |
| ) |
const |
|
inline |
907 {
909 }
bool GetIsActive() const
Definition QuestData.h:600
◆ GetIsQuestInTime()
| bool FQuestInfo::GetIsQuestInTime |
( |
| ) |
const |
|
inline |
Returns if the Quest was completed in time, returns true if not a timed quest, NOT if finished
967 {
969 {
971 }
972 return true;
973 }
float TimeToComplete
Definition QuestData.h:842
bool bQuestTimed
Definition QuestData.h:840
bool GetDidCompleteInTime(const float TimeToComplete) const
Definition QuestData.h:666
◆ GetNotStartedObjectiveIDs()
| TArray< FString > FQuestInfo::GetNotStartedObjectiveIDs |
( |
| ) |
const |
|
inline |
995 {
997 }
TArray< FString > GetNotStartedObjectiveIDs() const
Definition QuestData.h:741
◆ GetObjectives()
1013 {
1014 TArray<FQuestObjectives> Objectives;
1015 for(
const auto Objective :
Status.ObjectiveReferences)
1016 {
1017 if(Objective == nullptr || Objective->ObjectiveID.IsEmpty())
1018 {
1019 UE_LOG(LogTemp,
Warning, TEXT(
"Null objective pointer"));
1020 continue;
1021 }
1023 Objectives.Add(ObjectiveCopy);
1024 }
1025 return Objectives;
1026 }
Definition QuestData.h:361
◆ GetObjectivesNum()
| int32 FQuestInfo::GetObjectivesNum |
( |
| ) |
const |
|
inline |
929 {
931 }
TArray< const FQuestObjectives * > ObjectiveReferences
Definition QuestData.h:776
◆ GetQuestStatus()
911 {
913 }
EQuestStatus GetQuestStatus() const
Definition QuestData.h:604
◆ GetStartTime()
| float FQuestInfo::GetStartTime |
( |
| ) |
const |
|
inline |
947 {
949 }
float GetStartTime() const
Definition QuestData.h:712
◆ GetTotalProgress()
| int32 FQuestInfo::GetTotalProgress |
( |
| ) |
const |
|
inline |
933 {
935 }
int32 GetTotalProgress() const
Definition QuestData.h:622
◆ GetTotalRequiredProgress()
| int32 FQuestInfo::GetTotalRequiredProgress |
( |
| ) |
const |
|
inline |
938 {
940 }
int32 GetTotalRequiredProgress() const
Definition QuestData.h:636
◆ GetUniqueID()
919 {
922 return ID;
923 }
FString QuestID
Definition QuestData.h:802
int32 GetUniqueID() const
Definition QuestData.h:716
Definition BaseData.h:253
void SetUniqueNumber(const int32 NewID)
Definition BaseData.h:259
◆ IsValid()
| bool FQuestInfo::IsValid |
( |
| ) |
const |
|
inline |
894 {
895 if(
QuestID ==
"Default Quest"){
return false;}
896 if(
QuestName ==
"Default Name"){
return false;}
898 return true;
899 }
FString QuestName
Definition QuestData.h:805
int32 GetObjectivesNum() const
Definition QuestData.h:618
◆ operator!=() [1/2]
| bool FQuestInfo::operator!= |
( |
const FQuestInfo & | Other | ) |
const |
|
inline |
876 {
877
878
879
881 }
FUniqueID GetUniqueID() const
Definition QuestData.h:918
◆ operator!=() [2/2]
| bool FQuestInfo::operator!= |
( |
const FUniqueID & | OtherID | ) |
const |
|
inline |
888 {
891 }
bool bUniqueObjectives
Definition QuestData.h:813
FString ID
Definition BaseData.h:257
◆ operator==() [1/2]
| bool FQuestInfo::operator== |
( |
const FQuestInfo & | Other | ) |
const |
|
inline |
◆ operator==() [2/2]
| bool FQuestInfo::operator== |
( |
const FUniqueID & | OtherID | ) |
const |
|
inline |
◆ ResumeFromElapsedTime()
| void FQuestInfo::ResumeFromElapsedTime |
( |
| ) |
|
|
inline |
962 {
964 }
void ResumeFromElapsedTime()
Definition QuestData.h:661
◆ SaveQuestTime()
| float FQuestInfo::SaveQuestTime |
( |
const UObject * | Owner | ) |
|
|
inline |
957 {
959 return ElapsedTime;
960 }
float SaveQuestTime(const UObject *Owner)
Definition QuestData.h:649
◆ SetStatus()
| void FQuestInfo::SetStatus |
( |
const EQuestStatus | NewQuestStatus | ) |
|
|
inline |
925 {
927 }
void SetStatus(const EQuestStatus NewQuestStatus)
Definition QuestData.h:596
◆ SetUniqueID()
| void FQuestInfo::SetUniqueID |
( |
const int32 | ID | ) |
|
|
inline |
915 {
917 }
void SetUniqueID(const int32 ID)
Definition QuestData.h:720
◆ StartQuest()
| void FQuestInfo::StartQuest |
( |
const UObject * | Owner | ) |
|
|
inline |
953 {
955 }
void StartQuest(const UObject *Owner)
Definition QuestData.h:587
◆ bCanQuestBeAbandoned
| bool FQuestInfo::bCanQuestBeAbandoned = false |
◆ bCanQuestFail
| bool FQuestInfo::bCanQuestFail = false |
◆ bCanRetry
| bool FQuestInfo::bCanRetry = false |
◆ bQuestTimed
| bool FQuestInfo::bQuestTimed = false |
◆ bRepeatable
| bool FQuestInfo::bRepeatable = false |
This Quest can be done Multiple Times
◆ bShowOverallProgress
| bool FQuestInfo::bShowOverallProgress = false |
◆ bUniqueObjectives
| bool FQuestInfo::bUniqueObjectives = true |
◆ Category
◆ CategoryTag
| FGameplayTag FQuestInfo::CategoryTag |
◆ Description
| FString FQuestInfo::Description = "Quest Description" |
◆ Location
◆ LocationTag
| FGameplayTag FQuestInfo::LocationTag |
◆ ObjectiveIDs
| TArray<FString> FQuestInfo::ObjectiveIDs = {"QOID_01", "QOID_02"} |
810{"QOID_01", "QOID_02"};
◆ QuestID
| FString FQuestInfo::QuestID = "QID_01" |
◆ QuestName
| FString FQuestInfo::QuestName = "Quest Name" |
◆ QuestsToBeAddedAfterCompletion
| TArray<FString> FQuestInfo::QuestsToBeAddedAfterCompletion |
◆ RecommendedLevel
| int32 FQuestInfo::RecommendedLevel = 0 |
◆ RequiredQuests
| TArray<FString> FQuestInfo::RequiredQuests |
◆ Reward
◆ Status
◆ TimeToComplete
| float FQuestInfo::TimeToComplete = 10.0f |
The documentation for this struct was generated from the following file:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/QuestSystem/Source/QuestSystem/Public/Data/QuestData.h