class_name EventQuestAllObjectivesComplete extends "res://scripts/Event/Flow/EventGroup.gd" @export var questKey:QuestSystem.QuestKey = QuestSystem.QuestKey.TEST_QUEST @export var triggerMultipleTimes: bool = false func _enter_tree() -> void: QUEST.questUpdated.connect(onQuestUpdated) func _exit_tree() -> void: QUEST.questUpdated.disconnect(onQuestUpdated) func onQuestUpdated(quest:Quest) -> void: if self.ended: if !self.triggerMultipleTimes: return self.reset() if quest.questKey != self.questKey: return if !quest.isStarted(): return for objective in quest.objectives: if !objective.isCompleted(): return self.start()