#include <QuestData.h>
◆ FQuestObjectives()
| FQuestObjectives::FQuestObjectives |
( |
| ) |
|
|
inline |
◆ AddFailProgress()
| bool FQuestObjectives::AddFailProgress |
( |
const int32 | Amount | ) |
|
|
inline |
Returns if Completed
427 {
429 }
FQuestObjectivesStatus ObjectiveStatus
Definition QuestData.h:410
int32 RequiredFailProgress
Definition QuestData.h:382
bool AddFailProgress(const int32 Amount, const int32 RequiredFailProgress)
Definition QuestData.h:306
◆ AddProgress()
| bool FQuestObjectives::AddProgress |
( |
const int32 | Amount | ) |
|
|
inline |
Returns if Completed
422 {
424 }
int32 RequiredProgress
Definition QuestData.h:384
bool AddProgress(const int32 Amount, const int32 RequiredProgress)
Definition QuestData.h:291
◆ CanStart()
| bool FQuestObjectives::CanStart |
( |
const int32 | TotalProgress | ) |
const |
|
inline |
506 {
508 {
510 }
511 return true;
512 }
int32 UnlockProgressNeeded
Definition QuestData.h:399
bool bIsUnlockedAtCertainProgress
Definition QuestData.h:397
◆ GetCurrentProgress()
| int32 FQuestObjectives::GetCurrentProgress |
( |
| ) |
const |
|
inline |
488 {
490 }
int32 GetCurrentProgress() const
Definition QuestData.h:320
◆ GetCurrentProgressPercent()
| float FQuestObjectives::GetCurrentProgressPercent |
( |
| ) |
const |
|
inline |
Percent between 1-0, * 100 for full percent
497 {
499 }
int32 GetCurrentProgress() const
Definition QuestData.h:487
◆ GetDidCompleteInTime()
| bool FQuestObjectives::GetDidCompleteInTime |
( |
| ) |
const |
|
inline |
484 {
486 }
float TimeToComplete
Definition QuestData.h:404
bool bObjectiveTimed
Definition QuestData.h:402
bool GetDidCompleteInTime(const bool bObjectiveTimed=false, const float TimeToComplete=0.0f) const
Not sure if works becuase it needs to stop counting once objective is complete //.
Definition QuestData.h:245
◆ GetElapsedTime()
| float FQuestObjectives::GetElapsedTime |
( |
| ) |
const |
|
inline |
476 {
478 }
float GetElapsedTime() const
Definition QuestData.h:190
◆ GetFailProgress()
| int32 FQuestObjectives::GetFailProgress |
( |
| ) |
const |
|
inline |
492 {
494 }
int32 GetFailProgress() const
Definition QuestData.h:324
◆ GetFailProgressPercent()
| float FQuestObjectives::GetFailProgressPercent |
( |
| ) |
const |
|
inline |
501 {
503 }
int32 GetFailProgress() const
Definition QuestData.h:491
◆ GetIsActive()
| bool FQuestObjectives::GetIsActive |
( |
| ) |
const |
|
inline |
518 {
520 }
bool IsActive() const
Definition QuestData.h:277
◆ GetIsComplete()
| bool FQuestObjectives::GetIsComplete |
( |
| ) |
const |
|
inline |
540 {
542 }
bool Complete(const int32 RequiredFailProgress, const int32 RequiredProgress) const
Definition QuestData.h:264
◆ GetIsFailed()
| bool FQuestObjectives::GetIsFailed |
( |
| ) |
const |
|
inline |
514 {
516 }
bool GetIsFailed(const int32 RequiredFailProgress) const
Definition QuestData.h:236
◆ GetIsFinished()
| bool FQuestObjectives::GetIsFinished |
( |
| ) |
const |
|
inline |
531 {
533 }
bool IsFinished(const int32 RequiredFailProgress, const int32 RequiredProgress) const
Definition QuestData.h:255
◆ GetIsNotYetStarted()
| bool FQuestObjectives::GetIsNotYetStarted |
( |
| ) |
const |
|
inline |
526 {
528 }
bool GetIsNotYetStarted() const
Definition QuestData.h:285
◆ GetIsStarted()
| bool FQuestObjectives::GetIsStarted |
( |
| ) |
const |
|
inline |
522 {
524 }
bool GetIsStarted() const
Definition QuestData.h:281
◆ GetIsSuccessful()
| bool FQuestObjectives::GetIsSuccessful |
( |
| ) |
const |
|
inline |
535 {
537 }
bool IsSuccessful(const int32 RequiredFailProgress, const int32 RequiredProgress) const
Definition QuestData.h:259
◆ GetStartTime()
| float FQuestObjectives::GetStartTime |
( |
| ) |
const |
|
inline |
480 {
482 }
float GetStartTime() const
Definition QuestData.h:195
◆ GetStatus()
544 {
546 }
EQuestStatus GetStatus() const
Definition QuestData.h:273
◆ GetUniqueID()
| FUniqueID FQuestObjectives::GetUniqueID |
( |
| ) |
const |
|
inline |
467 {
470 return ID;
471 }
FString ObjectiveID
Definition QuestData.h:365
int32 GetUniqueID() const
Definition QuestData.h:332
Definition BaseData.h:253
void SetUniqueNumber(const int32 NewID)
Definition BaseData.h:259
◆ operator!=() [1/2]
553 {
555 }
FUniqueID GetUniqueID() const
Definition QuestData.h:466
◆ operator!=() [2/2]
| bool FQuestObjectives::operator!= |
( |
const FUniqueID & | OtherID | ) |
const |
|
inline |
◆ operator==() [1/2]
◆ operator==() [2/2]
| bool FQuestObjectives::operator== |
( |
const FUniqueID & | OtherID | ) |
const |
|
inline |
◆ ResumeFromElapsedTime()
| void FQuestObjectives::ResumeFromElapsedTime |
( |
| ) |
|
|
inline |
449 {
451 }
void ResumeFromElapsedTime()
Definition QuestData.h:231
◆ SaveObjectiveTime()
| float FQuestObjectives::SaveObjectiveTime |
( |
const UObject * | Owner | ) |
|
|
inline |
453 {
455 }
float SaveObjectiveTime(const UObject *Owner)
Definition QuestData.h:221
◆ SetUniqueID()
| void FQuestObjectives::SetUniqueID |
( |
const int32 | ID | ) |
|
|
inline |
458 {
460 }
void SetUniqueID(const int32 NewUID)
Definition QuestData.h:328
◆ StartObjective() [1/2]
| void FQuestObjectives::StartObjective |
( |
const UObject * | Owner | ) |
|
|
inline |
431 {
433 {
435 return;
436 }
438 }
bool CanStart(const int32 TotalProgress) const
Definition QuestData.h:505
void StartObjective(const UObject *Owner)
Definition QuestData.h:200
void SetObjectiveNotYetStarted()
Definition QuestData.h:217
◆ StartObjective() [2/2]
| void FQuestObjectives::StartObjective |
( |
const UObject * | Owner, |
|
|
const int32 | QuestProgress ) |
|
inline |
440 {
442 {
444 return;
445 }
447 }
◆ bBranchObjective
| bool FQuestObjectives::bBranchObjective = false |
◆ bDynamicProgress
| bool FQuestObjectives::bDynamicProgress = false |
Progress can be based on how many items in the world
◆ bHasWorldMarker
| bool FQuestObjectives::bHasWorldMarker = false |
◆ bIsOptional
| bool FQuestObjectives::bIsOptional = false |
◆ bIsUnlockedAtCertainProgress
| bool FQuestObjectives::bIsUnlockedAtCertainProgress = false |
this should only be applied to Unique Objectives
◆ bObjectiveTimed
| bool FQuestObjectives::bObjectiveTimed = false |
◆ bShowFailProgress
| bool FQuestObjectives::bShowFailProgress = true |
◆ bShowProgress
| bool FQuestObjectives::bShowProgress = true |
◆ ObjectiveDescription
| FString FQuestObjectives::ObjectiveDescription = "Default Description" |
◆ ObjectiveHints
| TArray<FString> FQuestObjectives::ObjectiveHints = {"Objective","Hint"} |
◆ ObjectiveID
| FString FQuestObjectives::ObjectiveID = "Default Quest Objective" |
◆ ObjectiveStatus
◆ RequiredFailProgress
| int32 FQuestObjectives::RequiredFailProgress = 100 |
◆ RequiredProgress
| int32 FQuestObjectives::RequiredProgress = 100 |
◆ RewardBonus
◆ TimeToComplete
| float FQuestObjectives::TimeToComplete = 10.0f |
◆ UnlockProgressNeeded
| int32 FQuestObjectives::UnlockProgressNeeded = 15 |
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