#include <QuestData.h>
◆ AddFailProgress()
| bool FQuestObjectivesStatus::AddFailProgress |
( |
const int32 | Amount, |
|
|
const int32 | RequiredFailProgress ) |
|
inline |
Returns if Completed
307 {
310 {
312 if(
Status == EQuestStatus::Active)
313 {
314 Status = EQuestStatus::Failed;
315 return true;
316 }
317 }
318 return false;
319 }
EQuestStatus Status
Definition QuestData.h:340
int32 FailProgress
Definition QuestData.h:351
◆ AddProgress()
| bool FQuestObjectivesStatus::AddProgress |
( |
const int32 | Amount, |
|
|
const int32 | RequiredProgress ) |
|
inline |
Returns if Completed
292 {
295 {
297 if(
Status == EQuestStatus::Active)
298 {
299 Status = EQuestStatus::Completed;
300 return true;
301 }
302 }
303 return false;
304 }
int32 CurrentProgress
Definition QuestData.h:353
◆ Complete()
| bool FQuestObjectivesStatus::Complete |
( |
const int32 | RequiredFailProgress, |
|
|
const int32 | RequiredProgress ) const |
|
inline |
265 {
267 {
268 return true;
269 }
271 }
◆ GetCurrentProgress()
| int32 FQuestObjectivesStatus::GetCurrentProgress |
( |
| ) |
const |
|
inline |
◆ GetDidCompleteInTime()
| bool FQuestObjectivesStatus::GetDidCompleteInTime |
( |
const bool | bObjectiveTimed = false, |
|
|
const float | TimeToComplete = 0.0f ) const |
|
inline |
Not sure if works becuase it needs to stop counting once objective is complete //.
246 {
247
249 {
251 }
252 return true;
253 }
float ElapsedTime
Definition QuestData.h:349
float StartTimeInSeconds
Definition QuestData.h:347
◆ GetElapsedTime()
| float FQuestObjectivesStatus::GetElapsedTime |
( |
| ) |
const |
|
inline |
◆ GetFailProgress()
| int32 FQuestObjectivesStatus::GetFailProgress |
( |
| ) |
const |
|
inline |
◆ GetIsFailed()
| bool FQuestObjectivesStatus::GetIsFailed |
( |
const int32 | RequiredFailProgress | ) |
const |
|
inline |
237 {
239 {
240 return true;
241 }
242 return Status == EQuestStatus::Failed;
243 }
◆ GetIsNotYetStarted()
| bool FQuestObjectivesStatus::GetIsNotYetStarted |
( |
| ) |
const |
|
inline |
286 {
287 return Status == EQuestStatus::NotStarted;
288 }
◆ GetIsStarted()
| bool FQuestObjectivesStatus::GetIsStarted |
( |
| ) |
const |
|
inline |
282 {
283 return (
Status != EQuestStatus::NotAvailable &&
Status != EQuestStatus::NotStarted);
284 }
◆ GetStartTime()
| float FQuestObjectivesStatus::GetStartTime |
( |
| ) |
const |
|
inline |
For Calculating time after save
◆ GetStatus()
◆ GetUniqueID()
| int32 FQuestObjectivesStatus::GetUniqueID |
( |
| ) |
const |
|
inline |
333 {
335 }
int32 UniqueID
Definition QuestData.h:343
◆ IsActive()
| bool FQuestObjectivesStatus::IsActive |
( |
| ) |
const |
|
inline |
278 {
279 return (
Status == EQuestStatus::Active);
280 }
◆ IsFinished()
| bool FQuestObjectivesStatus::IsFinished |
( |
const int32 | RequiredFailProgress, |
|
|
const int32 | RequiredProgress ) const |
|
inline |
Returns if the objective progress is hit OR fail progress is hit
◆ IsSuccessful()
| bool FQuestObjectivesStatus::IsSuccessful |
( |
const int32 | RequiredFailProgress, |
|
|
const int32 | RequiredProgress ) const |
|
inline |
◆ ResumeFromElapsedTime()
| void FQuestObjectivesStatus::ResumeFromElapsedTime |
( |
| ) |
|
|
inline |
232 {
233 if(
Status != EQuestStatus::Active){
return;}
235 }
◆ SaveObjectiveTime()
| float FQuestObjectivesStatus::SaveObjectiveTime |
( |
const UObject * | Owner | ) |
|
|
inline |
222 {
224 if(
const UWorld* World = GEngine->GetWorldFromContextObject(
Owner, EGetWorldErrorMode::LogAndReturnNull))
225 {
226 const float CurrentTimeInSeconds = World->GetTimeSeconds();
228 }
230 }
◆ SetObjectiveNotYetStarted()
| void FQuestObjectivesStatus::SetObjectiveNotYetStarted |
( |
| ) |
|
|
inline |
218 {
219 Status = EQuestStatus::NotStarted;
220 }
◆ SetUniqueID()
| void FQuestObjectivesStatus::SetUniqueID |
( |
const int32 | NewUID | ) |
|
|
inline |
◆ StartObjective()
| void FQuestObjectivesStatus::StartObjective |
( |
const UObject * | Owner | ) |
|
|
inline |
201 {
203 {
204 Status = EQuestStatus::Active;
205
206 if(
const UWorld* World = GEngine->GetWorldFromContextObject(
Owner, EGetWorldErrorMode::LogAndReturnNull))
207 {
209 }
210 }
211
212 else
213 {
214
215 }
216 }
bool GetIsStarted() const
Definition QuestData.h:281
◆ CurrentProgress
| int32 FQuestObjectivesStatus::CurrentProgress = 0 |
|
protected |
◆ ElapsedTime
| float FQuestObjectivesStatus::ElapsedTime = -1.0f |
|
protected |
◆ FailProgress
| int32 FQuestObjectivesStatus::FailProgress = 0 |
|
protected |
◆ StartTimeInSeconds
| float FQuestObjectivesStatus::StartTimeInSeconds = -1.0f |
|
protected |
◆ Status
| EQuestStatus FQuestObjectivesStatus::Status = EQuestStatus::NotStarted |
|
protected |
◆ UniqueID
| int32 FQuestObjectivesStatus::UniqueID = -1 |
|
protected |
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