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    Class DewQuest

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    GameEffect
    DewQuest
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    GameEffect.isDestroyedOnRoomChange
    GameEffect.ShouldBeSavedWithRoom()
    GameEffect.startEffect
    GameEffect.loopEffect
    GameEffect.endEffect
    Actor.TrackKills(float, Action<EventInfoKill>)
    Actor.CustomRpc_RegisterClientMessageHandler<T>(Action<T>)
    Actor.CustomRpc_ClearClientMessageHandlers()
    Actor.CustomRpc_UnregisterClientMessageHandler<T>()
    Actor.CustomRpc_UnregisterClientMessageHandler<T>(Action<T>)
    Actor.CustomRpc_RegisterServerMessageHandler<T>(Action<T>)
    Actor.CustomRpc_RegisterServerMessageHandler<T>(string, Action<T, DewPlayer>)
    Actor.CustomRpc_ClearServerMessageHandlers()
    Actor.CustomRpc_UnregisterServerMessageHandler<T>()
    Actor.CustomRpc_UnregisterServerMessageHandler<T>(Action<T>)
    Actor.CustomRpc_UnregisterServerMessageHandler<T>(Action<T, DewPlayer>)
    Actor.CustomRpc_SendMessageToServer<T>(T)
    Actor.CustomRpc_SendMessageToClient<T>(DewPlayer, T)
    Actor.CustomRpc_SendMessageToAllClients<T>(T)
    Actor.ActorEvent_OnAbilityInstanceCreated
    Actor.ActorEvent_OnAbilityInstanceBeforePrepare
    Actor.ActorEvent_OnDealDamage
    Actor.ActorEvent_OnDoHeal
    Actor.ActorEvent_OnDoManaHeal
    Actor.ActorEvent_OnSpendMana
    Actor.ActorEvent_OnKill
    Actor.ActorEvent_OnAttackHit
    Actor.ActorEvent_OnAttackEffectTriggered
    Actor.ActorEvent_OnSpawnSummon
    Actor.ActorEvent_OnApplyElemental
    Actor.ActorEvent_OnGiveShield
    Actor.ClientActorEvent_OnDestroyed
    Actor.ClientActorEvent_OnCreate
    Actor.DoHeal(HealData, Entity, ReactionChain)
    Actor.DoManaHeal(HealData, Entity, ReactionChain)
    Actor.DefaultDamage(float, float)
    Actor.PhysicalDamage(float, float)
    Actor.MagicDamage(float, float)
    Actor.PureDamage(float, float)
    Actor.CreateDamage(DamageData.SourceType, float, float)
    Actor.Heal(float)
    Actor.DealDamage(DamageData, Entity, ReactionChain)
    Actor.DoBasicAttackHit(Entity, bool, bool, float, float)
    Actor.TriggerAttackEffects(Entity, float, AttackEffectType, ReactionChain)
    Actor.RefundMana(float, Entity)
    Actor.SpendMana(float, Entity)
    Actor.CreateAbilityInstance<T>(T, Vector3, Quaternion?, CastInfo, Action<T>)
    Actor.CreateAbilityInstance<T>(Vector3, Quaternion?, CastInfo, Action<T>)
    Actor.CreateAbilityInstance(Type, Vector3, Quaternion?, CastInfo, Action<AbilityInstance>)
    Actor.CreateStatusEffect<T>(T, Entity, CastInfo, Action<T>)
    Actor.CreateStatusEffect<T>(Entity, CastInfo, Action<T>)
    Actor.CreateStatusEffect(Type, Entity, CastInfo, Action<StatusEffect>)
    Actor.GiveShield(Entity, float, float, bool, ReactionChain)
    Actor.CreateActor<T>(Vector3, Quaternion?, Action<T>)
    Actor.CreateActor<T>(T, Vector3, Quaternion?, Action<T>)
    Actor.SpawnEntity<T>(Vector3, Quaternion?, DewPlayer, int, Action<T>)
    Actor.SpawnEntity<T>(T, Vector3, Quaternion?, DewPlayer, int, Action<T>)
    Actor.Teleport(Entity, Vector3)
    Actor.ShowOnScreenTimerLocally(OnScreenTimerHandle)
    Actor.HideOnScreenTimerLocally(OnScreenTimerHandle)
    Actor.ApplyElemental(ElementalType, Entity, int)
    Actor.KilledByUnstoppableEffects
    Actor.ScaleDurationByTenacityEffects
    Actor.CreateBasicEffect(Entity, BasicEffect, float, string, DuplicateEffectBehavior)
    Actor.SpawnSummon<T>(Vector3, Quaternion?, Action<T>)
    Actor.ApplyCooldownReduction(AbilityTrigger, float, bool, bool)
    Actor.ApplyCooldownReductionByRatio(AbilityTrigger, float, bool)
    Actor.ResetCooldown(AbilityTrigger, bool)
    Actor.ApplyCooldownReductionByRatio(AbilityTrigger, CooldownReductionByRatioSettings)
    Actor.ApplyCooldownReduction(AbilityTrigger, CooldownReductionSettings)
    Actor.dealtDamageProcessor
    Actor.dealtHealProcessor
    Actor.dealtManaHealProcessor
    Actor.dealtShieldProcessor
    Actor.dealtCooldownReductionProcessor
    Actor.dealtCooldownReductionByRatioProcessor
    Actor.spawnedChildVarDefProcessor
    Actor.ProcessShieldAmount(float, Entity)
    Actor.ProcessSpawnedChildVarDefProcessor(ref VariantDef, Type)
    Actor.persistentData
    Actor.persistentSyncedData
    Actor.ClientEvent_OnPersistentSyncedDataChanged
    Actor.OnCreate_ActorData()
    Actor.HasData<T>()
    Actor.RemoveData<T>()
    Actor.RemoveData(object)
    Actor.AddData<T>(T)
    Actor.TryGetData<T>(out T)
    Actor.GetData<T>()
    Actor.FindData<T>(Predicate<T>)
    Actor.TryFindData<T>(Predicate<T>, out T)
    Actor.isNewInstance
    Actor.creationTime
    Actor.persistentNetId
    Actor.isDestroyLocked
    Actor.parentActor
    Actor.position
    Actor.rotation
    Actor.chainTempName
    Actor.children
    Actor.childrenInNetwork
    Actor.Awake()
    Actor.OnStartServer()
    Actor.OnStart()
    Actor.OnStartClient()
    Actor.LogicUpdate(float)
    Actor.FrameUpdate()
    Actor.ActiveFrameUpdate()
    Actor.ActiveLogicUpdate(float)
    Actor.GetActorReadableName()
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    Actor.OnPrepare()
    Actor.OnStopServer()
    Actor.OnStopClient()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.ICustomDestroyRoutine.CustomDestroyRoutine()
    Actor.GetNetworkAuthorityConnection()
    Actor.GetOriginalName()
    Actor.parentActorNetId
    Actor.ancestors
    Actor.firstEntity
    Actor.firstTrigger
    Actor.IsDescendantOf(Actor)
    Actor.IsDescendantOf<T>()
    Actor.FindFirstAncestorOfType<T>()
    Actor.FindFirstOfType<T>()
    Actor.Destroy()
    Actor.DestroyIfActive()
    Actor.LockDestroy()
    Actor.UnlockDestroy()
    Actor.IsExcludedFromRoomSave()
    Actor.ExcludeFromRoomSave()
    Actor.ClearExcludeFromRoomSave()
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject, Entity)
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject)
    DewNetworkBehaviour.FxPlayNetworked(GameObject)
    DewNetworkBehaviour.FxPlayNetworked(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNetworked(GameObject, Entity)
    DewNetworkBehaviour.FxPlayNetworked(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxStopNetworked(GameObject)
    DewNetworkBehaviour.FxPlayNew(GameObject)
    DewNetworkBehaviour.FxPlayNew(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNew(GameObject, Entity)
    DewNetworkBehaviour.FxPlayNew(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlay(GameObject)
    DewNetworkBehaviour.FxPlay(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlay(GameObject, Entity)
    DewNetworkBehaviour.FxPlay(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxStop(GameObject)
    DewNetworkBehaviour.FxApplySpeedMultiplier(GameObject, float)
    DewNetworkBehaviour.FxApplySpeedMultiplierNetworked(GameObject, float)
    DewNetworkBehaviour.InvalidateInstance()
    DewNetworkBehaviour.OnLateStart()
    DewNetworkBehaviour.OnLateStartServer()
    DewNetworkBehaviour.OnStop()
    DewNetworkBehaviour.OnDestroy()
    DewNetworkBehaviour.GetComponent<T>(out T)
    Namespace: Global
    Assembly: Dew.Core.dll
    Syntax
    public abstract class DewQuest : GameEffect, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    ClientQuestEvent_OnQuestUpdated

    Declaration
    public SafeAction ClientQuestEvent_OnQuestUpdated
    Field Value
    Type Description
    SafeAction

    DefaultStep

    Declaration
    public const string DefaultStep = "Default"
    Field Value
    Type Description
    string

    type

    Declaration
    [BoxGroup("Quest Settings", true, false, 0)]
    public QuestType type
    Field Value
    Type Description
    QuestType

    Properties

    currentProgress

    Declaration
    public string currentProgress { get; set; }
    Property Value
    Type Description
    string

    failReason

    Declaration
    public FailReason failReason { get; set; }
    Property Value
    Type Description
    FailReason

    progressType

    Declaration
    public QuestProgressType progressType { get; set; }
    Property Value
    Type Description
    QuestProgressType

    questDetailedDescriptionRaw

    Declaration
    public string questDetailedDescriptionRaw { get; set; }
    Property Value
    Type Description
    string

    questShortDescriptionRaw

    Declaration
    public string questShortDescriptionRaw { get; set; }
    Property Value
    Type Description
    string

    questTitleRaw

    Declaration
    public string questTitleRaw { get; set; }
    Property Value
    Type Description
    string

    state

    Declaration
    public QuestState state { get; set; }
    Property Value
    Type Description
    QuestState

    step

    Declaration
    [SaveVar(SaveVarFlags.ApplyAfterCreation)]
    public string step { get; set; }
    Property Value
    Type Description
    string

    Methods

    AddStepGoal_ReachNode(NextGoalSettings)

    Declaration
    public void AddStepGoal_ReachNode(NextGoalSettings settings)
    Parameters
    Type Name Description
    NextGoalSettings settings

    CompleteQuest()

    Declaration
    public void CompleteQuest()

    EndStep(string)

    Declaration
    public void EndStep(string nextStep = null)
    Parameters
    Type Name Description
    string nextStep

    FailQuest(FailReason)

    Declaration
    public void FailQuest(FailReason reason)
    Parameters
    Type Name Description
    FailReason reason

    GetInitialStep()

    Called on server.

    Declaration
    public virtual string GetInitialStep()
    Returns
    Type Description
    string

    IsVisibleLocally()

    Is this quest visible locally? This is checked everywhere when this quest is added.

    Declaration
    public virtual bool IsVisibleLocally()
    Returns
    Type Description
    bool

    OnCreate()

    Declaration
    protected override void OnCreate()
    Overrides
    GameEffect.OnCreate()

    OnDestroyActor()

    Declaration
    protected override void OnDestroyActor()
    Overrides
    GameEffect.OnDestroyActor()

    OnStepEnded(string)

    Called everywhere when a step of this quest has ended.

    Declaration
    protected virtual void OnStepEnded(string formerStep)
    Parameters
    Type Name Description
    string formerStep

    OnStepStarted(bool)

    Called everywhere when a new step starts.

    Declaration
    protected virtual void OnStepStarted(bool isLoadedFromSave)
    Parameters
    Type Name Description
    bool isLoadedFromSave

    RpcInvokeQuestUpdated()

    Invoke UI update across clients. You usually don't need to call this yourself.

    Declaration
    public void RpcInvokeQuestUpdated()

    SetLocalizedDescription(string)

    Provide null for default desc.

    Declaration
    public void SetLocalizedDescription(string key)
    Parameters
    Type Name Description
    string key

    SetLocalizedTitle(string)

    Provide null for default title.

    Declaration
    public void SetLocalizedTitle(string key)
    Parameters
    Type Name Description
    string key

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine

    Extension Methods

    ActorCheck.IsNullOrInactive(Actor)
    DewGUI.SetExpandHeight<T>(T, bool)
    DewGUI.SetExpandHeight<T>(T, float)
    DewGUI.SetExpandWidth<T>(T, bool)
    DewGUI.SetExpandWidth<T>(T, float)
    DewGUI.SetHeight<T>(T, float)
    DewGUI.SetText<T>(T, string)
    DewGUI.SetTextLocalized<T>(T, string)
    DewGUI.SetWidth<T>(T, float)
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