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.