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FQuestObjectives Struct Reference

#include <QuestData.h>

Inheritance diagram for FQuestObjectives:

Public Member Functions

 FQuestObjectives ()
 
bool AddProgress (const int32 Amount)
 
bool AddFailProgress (const int32 Amount)
 
void StartObjective (const UObject *Owner)
 
void StartObjective (const UObject *Owner, const int32 QuestProgress)
 
void ResumeFromElapsedTime ()
 
float SaveObjectiveTime (const UObject *Owner)
 
void SetUniqueID (const int32 ID)
 
FUniqueID GetUniqueID () const
 
float GetElapsedTime () const
 
float GetStartTime () const
 
bool GetDidCompleteInTime () const
 
int32 GetCurrentProgress () const
 
int32 GetFailProgress () const
 
float GetCurrentProgressPercent () const
 
float GetFailProgressPercent () const
 
bool CanStart (const int32 TotalProgress) const
 
bool GetIsFailed () const
 
bool GetIsActive () const
 
bool GetIsStarted () const
 
bool GetIsNotYetStarted () const
 
bool GetIsFinished () const
 
bool GetIsSuccessful () const
 
bool GetIsComplete () const
 
EQuestStatus GetStatus () const
 
bool operator== (const FQuestObjectives &Other) const
 
bool operator!= (const FQuestObjectives &Other) const
 
bool operator== (const FUniqueID &OtherID) const
 
bool operator!= (const FUniqueID &OtherID) const
 

Public Attributes

FString ObjectiveID = "Default Quest Objective"
 
FString ObjectiveDescription = "Default Description"
 
TArray< FString > ObjectiveHints = {"Objective","Hint"}
 
bool bHasWorldMarker = false
 
bool bIsOptional = false
 
int32 RequiredFailProgress = 100
 
int32 RequiredProgress = 100
 
bool bShowProgress = true
 
bool bShowFailProgress = true
 
bool bDynamicProgress = false
 
bool bIsUnlockedAtCertainProgress = false
 
int32 UnlockProgressNeeded = 15
 
bool bObjectiveTimed = false
 
float TimeToComplete = 10.0f
 
FQuestReward RewardBonus
 
FQuestObjectivesStatus ObjectiveStatus
 
bool bBranchObjective = false
 

Constructor & Destructor Documentation

◆ FQuestObjectives()

FQuestObjectives::FQuestObjectives ( )
inline
417 {
418
419 }

Member Function Documentation

◆ 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 {
509 return TotalProgress >= UnlockProgressNeeded;
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 {
498 return static_cast<float>(GetCurrentProgress()) / static_cast<float>(RequiredProgress);
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 {
502 return static_cast<float>(GetFailProgress()) / static_cast<float>(RequiredFailProgress);
503 }
int32 GetFailProgress() const
Definition QuestData.h:491

◆ GetIsActive()

bool FQuestObjectives::GetIsActive ( ) const
inline
518 {
519 return ObjectiveStatus.IsActive();
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()

EQuestStatus FQuestObjectives::GetStatus ( ) const
inline
544 {
545 return ObjectiveStatus.GetStatus();
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]

bool FQuestObjectives::operator!= ( const FQuestObjectives & Other) const
inline
553 {
554 return (ObjectiveID != Other.ObjectiveID) || ((ObjectiveID == Other.ObjectiveID) && (GetUniqueID() != Other.GetUniqueID()));
555 }
FUniqueID GetUniqueID() const
Definition QuestData.h:466

◆ operator!=() [2/2]

bool FQuestObjectives::operator!= ( const FUniqueID & OtherID) const
inline
564 {
565 return (GetUniqueID() != OtherID);
566 // if(bUnique){return (GetUniqueID() != OtherID);}
567 // return (ObjectiveID != OtherID.ID);
568 }

◆ operator==() [1/2]

bool FQuestObjectives::operator== ( const FQuestObjectives & Other) const
inline
549 {
550 return (ObjectiveID == Other.ObjectiveID) && (GetUniqueID() == Other.GetUniqueID());
551 }

◆ operator==() [2/2]

bool FQuestObjectives::operator== ( const FUniqueID & OtherID) const
inline
558 {
559 return (GetUniqueID() == OtherID);
560 // if(bUnique){return (GetUniqueID() == OtherID);}
561 // return (ObjectiveID == OtherID.ID);
562 }

◆ 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 {
441 if(bIsUnlockedAtCertainProgress && CanStart(QuestProgress) == false)
442 {
444 return;
445 }
447 }

Member Data Documentation

◆ 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"}
369{"Objective","Hint"};

◆ ObjectiveID

FString FQuestObjectives::ObjectiveID = "Default Quest Objective"

◆ ObjectiveStatus

FQuestObjectivesStatus FQuestObjectives::ObjectiveStatus

◆ RequiredFailProgress

int32 FQuestObjectives::RequiredFailProgress = 100

◆ RequiredProgress

int32 FQuestObjectives::RequiredProgress = 100

◆ RewardBonus

FQuestReward FQuestObjectives::RewardBonus

◆ TimeToComplete

float FQuestObjectives::TimeToComplete = 10.0f

◆ UnlockProgressNeeded

int32 FQuestObjectives::UnlockProgressNeeded = 15

The documentation for this struct was generated from the following file: