UIComponent |
GUI.Mission.MissionGoal |
| GUI. | |
| Variables | |
| m_Quest | |
| m_MissionId | |
| m_GoalPhase | |
| m_AlignRight | |
| m_GoalList | |
| m_GoalsAnimating | |
| m_CurrentlyDisplayedGoalIDs | |
| m_GoalTrackers | |
| SignalAnimationsDone | |
| Functions | |
| MissionGoal | |
| SetData | |
| Draw | |
| GoalCreationAllowed | iterate and write the goal info |
| IsAnimationsPending | |
| SlotGoalPhaseUpdated | when a phase is updated |
| SlotGoalTimeLimitChanged | |
| TaskAdded | |
| SlotGoalAnimationCompleted | when a goal has finished some internal tweening |
| SlotGoalAnimationStarted | when a goal is currently doing some animation add the id if its not there |
| SlotRemoveGoal | |
| AlignText |
private var m_Quest: Quest
private var m_MissionId: Number
private var m_GoalPhase: Number
private var m_AlignRight: Boolean
private var m_GoalList: Array
private var m_GoalsAnimating: Array
private var m_CurrentlyDisplayedGoalIDs: Array
public var m_GoalTrackers: Array
public var SignalAnimationsDone: Signal
public function MissionGoal()
public function SetData( missionId: Number )
public function Draw( )
iterate and write the goal info
private function GoalCreationAllowed( goal: QuestGoal ) : Boolean
public function IsAnimationsPending():Boolean
when a phase is updated
private function SlotGoalPhaseUpdated( missionId: Number ) :Void
private function SlotGoalTimeLimitChanged( tierId: Number ) : Void
public function TaskAdded( )
when a goal has finished some internal tweening
private function SlotGoalAnimationCompleted( uid: Number )
when a goal is currently doing some animation add the id if its not there
private function SlotGoalAnimationStarted( uid: Number )
private function SlotRemoveGoal( uid: Number )
public function AlignText( alignRight: Boolean )