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    Namespace Serenity.Achievements.Infrastructure.Conditions

    Classes

    AccumulateWhileCondition

    Met once enough of something has accumulated while the condition it wraps held. The something is either the growth of a score metric or a flat rate per second.

    AchievementConditionCategoryAttribute

    Declares which shelf a concrete AchievementCondition is listed under in the authoring picker. The condition type catalogue reads this attribute by reflection, so a condition — whether shipped with Serenity or authored by a project — is pickable the moment it declares its category, with no catalogue edit required.

    AndCondition

    Met only when every child is met.

    CompositeAchievementCondition

    Shared shape of every condition that holds a list of children: the serialized list itself, and the walks that have to visit all of them — reset, validation, signal collection, and the state round trip.

    CustomCondition

    Delegates to a rule the project wrote itself, named by type and resolved through the evaluation context's IAchievementCustomConditionResolver.

    DurationCondition

    Met once the condition it wraps has held continuously for the authored number of seconds.

    GameProgressCondition

    Met when the player's global, slot-independent progress says so: an extra was unlocked, the game was completed, or it was completed enough times.

    NotCondition

    Met exactly when the condition it wraps is not.

    OrCondition

    Met as soon as any child is met.

    ScoreThresholdCondition

    Met while a score metric compares as authored against a value.

    SequenceCondition

    Met once every step has been met, in the order they were authored.

    SignalReceivedCondition

    Met once a signal of the authored type has been dispatched a given number of times.

    SingleChildAchievementCondition

    Shared shape of every condition that wraps exactly one other: the serialized reference itself, and the plumbing that has to reach through it — reset, validation, signal collection, the tick and persistence questions, and the state round trip.

    Enums

    AchievementConditionCategory

    The shelf a condition node is picked off, in the vocabulary an author thinks in.

    GameProgressConditionMode

    Which question a GameProgressCondition asks of the global progress.

    ScoreComparator

    How a score metric is compared against an authored value.

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