GUI.Mission.MissionGoal

Variables

m_Quest

private var m_Quest: Quest

m_MissionId

private var m_MissionId: Number

m_GoalPhase

private var m_GoalPhase: Number

m_AlignRight

private var m_AlignRight: Boolean

m_GoalList

private var m_GoalList: Array

m_GoalsAnimating

private var m_GoalsAnimating: Array

m_CurrentlyDisplayedGoalIDs

private var m_CurrentlyDisplayedGoalIDs: Array

m_GoalTrackers

public var m_GoalTrackers: Array

SignalAnimationsDone

public var SignalAnimationsDone: Signal

Functions

MissionGoal

public function MissionGoal()

SetData

public function SetData(missionId: Number)

Draw

public function Draw( )

GoalCreationAllowed

private function GoalCreationAllowed(goal: QuestGoal) : Boolean

iterate and write the goal info

IsAnimationsPending

public function IsAnimationsPending():Boolean

SlotGoalPhaseUpdated

private function SlotGoalPhaseUpdated(missionId: Number) :Void

when a phase is updated

SlotGoalTimeLimitChanged

private function SlotGoalTimeLimitChanged(tierId: Number) : Void

TaskAdded

public function TaskAdded( )

SlotGoalAnimationCompleted

private function SlotGoalAnimationCompleted(uid: Number)

when a goal has finished some internal tweening

SlotGoalAnimationStarted

private function SlotGoalAnimationStarted(uid: Number)

when a goal is currently doing some animation add the id if its not there

SlotRemoveGoal

private function SlotRemoveGoal(uid: Number)

AlignText

public function AlignText(alignRight: Boolean)
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( )
private function GoalCreationAllowed(goal: QuestGoal) : Boolean
iterate and write the goal info
public function IsAnimationsPending():Boolean
private function SlotGoalPhaseUpdated(missionId: Number) :Void
when a phase is updated
private function SlotGoalTimeLimitChanged(tierId: Number) : Void
public function TaskAdded( )
private function SlotGoalAnimationCompleted(uid: Number)
when a goal has finished some internal tweening
private function SlotGoalAnimationStarted(uid: Number)
when a goal is currently doing some animation add the id if its not there
private function SlotRemoveGoal(uid: Number)
public function AlignText(alignRight: Boolean)
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