GUI.Mission.MissionGoalItem

UIComponent
GUI.Mission.MissionGoalItem
Summary
GUI.Mission.MissionGoalItem
Variables
m_GoalNameWidth
m_GoalNameAnim
m_GoalNumAnim
m_GoalProgressCursor
m_GoalCompleteCursor
m_GoalFailedCursor
m_Timer
m_IsAnimating
m_IsComplete
m_IsFailed
m_GoalProgressAnimationActive
m_SolvedTimes
m_RepeatCount
m_AlignRight
m_DesiredY
m_WillTimeoutSucceed
m_GoalNumSwitchNumbersFrame
m_GoalProgressEnableNumbersFrame
m_GoalCompleteTweenNameFrame
m_MaxNameWidth
SignalGoalAnimationCompleted
SignalGoalAnimationStarted
SignalGoalCompleted
m_QueuedProgress
m_UID
m_GoalID
m_Goal
m_TierID
Functions
MissionGoalItem
configUI
ForceGoalCompletesometimes a goal is completed (tier or mission completes but forgets to tell the goal) this is a fallback, manually calling the Goal complete
WillSelfDetructwill this goal item self destruct after animation is done?
SetData
Draw
SlotGoalProgress
SlotTierFailedRemove any other progressindicators running
SlotGoalFinishedRemove any other progressindicators running
RemoveProgressCursorRemove any other progressindicators running
GoalProgressFrameMonitordispatches a signal after the animation is done,
GoalNumFrameMonitor
GoalFailedFrameMonitordispatches a signal after the animation is done,
GoalCompleteFrameMonitordispatches a signal after the animation is done,
GoalNameFrameMonitorwhen the goal completed animation is finished
AlignText

Variables

m_GoalNameWidth

private var m_GoalNameWidth: Number

m_GoalNameAnim

public var m_GoalNameAnim: MovieClip

m_GoalNumAnim

public var m_GoalNumAnim: MovieClip

m_GoalProgressCursor

private var m_GoalProgressCursor: MovieClip

m_GoalCompleteCursor

private var m_GoalCompleteCursor: MovieClip

m_GoalFailedCursor

private var m_GoalFailedCursor: MovieClip

m_Timer

private var m_Timer: MovieClip

m_IsAnimating

private var m_IsAnimating: Boolean

m_IsComplete

private var m_IsComplete: Boolean

m_IsFailed

private var m_IsFailed: Boolean

m_GoalProgressAnimationActive

private var m_GoalProgressAnimationActive: Boolean

m_SolvedTimes

private var m_SolvedTimes: Number

m_RepeatCount

private var m_RepeatCount: Number

m_AlignRight

private var m_AlignRight: Boolean

m_DesiredY

public var m_DesiredY: Number

m_WillTimeoutSucceed

private var m_WillTimeoutSucceed: Boolean

m_GoalNumSwitchNumbersFrame

private var m_GoalNumSwitchNumbersFrame: Number

m_GoalProgressEnableNumbersFrame

private var m_GoalProgressEnableNumbersFrame: Number

m_GoalCompleteTweenNameFrame

private var m_GoalCompleteTweenNameFrame: Number

m_MaxNameWidth

private var m_MaxNameWidth: Number

SignalGoalAnimationCompleted

public var SignalGoalAnimationCompleted: Signal

SignalGoalAnimationStarted

public var SignalGoalAnimationStarted: Signal

SignalGoalCompleted

public var SignalGoalCompleted: Signal

m_QueuedProgress

private var m_QueuedProgress: Array

m_UID

public var m_UID: Number

m_GoalID

public var m_GoalID: Number

m_Goal

private var m_Goal: QuestGoal

m_TierID

private var m_TierID: Number

Functions

MissionGoalItem

public function MissionGoalItem()

configUI

private function configUI()

ForceGoalComplete

public function ForceGoalComplete(tierId: Number)

sometimes a goal is completed (tier or mission completes but forgets to tell the goal) this is a fallback, manually calling the Goal complete

WillSelfDetruct

public function WillSelfDetruct() : Boolean

will this goal item self destruct after animation is done?

SetData

public function SetData(goal: QuestGoal,
willTimeoutSucceed: Boolean,
uid: Number,
tierId: Number)

Draw

public function Draw()

SlotGoalProgress

private function SlotGoalProgress(tierId: Number,
goalId: Number,
solvedTimes: Number,
repeatCount: Number)

SlotTierFailed

private function SlotTierFailed(tierId: Number,
showFeedback: Boolean)

Remove any other progressindicators running

SlotGoalFinished

private function SlotGoalFinished(tierId: Number,
goalId: Number)

Remove any other progressindicators running

RemoveProgressCursor

private function RemoveProgressCursor()

Remove any other progressindicators running

GoalProgressFrameMonitor

private function GoalProgressFrameMonitor()

dispatches a signal after the animation is done,

GoalNumFrameMonitor

private function GoalNumFrameMonitor()

GoalFailedFrameMonitor

private function GoalFailedFrameMonitor()

dispatches a signal after the animation is done,

GoalCompleteFrameMonitor

private function GoalCompleteFrameMonitor()

dispatches a signal after the animation is done,

GoalNameFrameMonitor

private function GoalNameFrameMonitor()

when the goal completed animation is finished

AlignText

public function AlignText(alignRight: Boolean)
private var m_GoalNameWidth: Number
public var m_GoalNameAnim: MovieClip
public var m_GoalNumAnim: MovieClip
private var m_GoalProgressCursor: MovieClip
private var m_GoalCompleteCursor: MovieClip
private var m_GoalFailedCursor: MovieClip
private var m_Timer: MovieClip
private var m_IsAnimating: Boolean
private var m_IsComplete: Boolean
private var m_IsFailed: Boolean
private var m_GoalProgressAnimationActive: Boolean
private var m_SolvedTimes: Number
private var m_RepeatCount: Number
private var m_AlignRight: Boolean
public var m_DesiredY: Number
private var m_WillTimeoutSucceed: Boolean
private var m_GoalNumSwitchNumbersFrame: Number
private var m_GoalProgressEnableNumbersFrame: Number
private var m_GoalCompleteTweenNameFrame: Number
private var m_MaxNameWidth: Number
public var SignalGoalAnimationCompleted: Signal
public var SignalGoalAnimationStarted: Signal
public var SignalGoalCompleted: Signal
private var m_QueuedProgress: Array
public var m_UID: Number
public var m_GoalID: Number
private var m_Goal: QuestGoal
private var m_TierID: Number
public function MissionGoalItem()
private function configUI()
public function ForceGoalComplete(tierId: Number)
sometimes a goal is completed (tier or mission completes but forgets to tell the goal) this is a fallback, manually calling the Goal complete
public function WillSelfDetruct() : Boolean
will this goal item self destruct after animation is done?
public function SetData(goal: QuestGoal,
willTimeoutSucceed: Boolean,
uid: Number,
tierId: Number)
public function Draw()
private function SlotGoalProgress(tierId: Number,
goalId: Number,
solvedTimes: Number,
repeatCount: Number)
private function SlotTierFailed(tierId: Number,
showFeedback: Boolean)
Remove any other progressindicators running
private function SlotGoalFinished(tierId: Number,
goalId: Number)
Remove any other progressindicators running
private function RemoveProgressCursor()
Remove any other progressindicators running
private function GoalProgressFrameMonitor()
dispatches a signal after the animation is done,
private function GoalNumFrameMonitor()
private function GoalFailedFrameMonitor()
dispatches a signal after the animation is done,
private function GoalCompleteFrameMonitor()
dispatches a signal after the animation is done,
private function GoalNameFrameMonitor()
when the goal completed animation is finished
public function AlignText(alignRight: Boolean)
Close