Class AchievementAuthoringRules
The single set of rules for whether an authored achievement will actually work: an id that can key a row, a condition that can be evaluated, a presentation the player can read, and platform identifiers for the storefronts the project ships on.
Inherited Members
Namespace: Serenity.Achievements.Application.Authoring
Assembly: Serenity.Achievements.Application.dll
Syntax
public static class AchievementAuthoringRules
Remarks
Written once here, in engine-free Application code, because the same questions are asked in three places that must not be allowed to disagree — the Studio's inline hints, the project validator, and the headless CI run. Every finding names the achievement it came from and the group of fields at fault, which is what lets a tool turn a message into a link.
Methods
Check(IReadOnlyList<AchievementAuthoringSnapshot>, IAchievementCustomConditionResolver)
Checks every authored achievement in a project.
Declaration
public static IReadOnlyList<AuthoringIssue> Check(IReadOnlyList<AchievementAuthoringSnapshot> achievements, IAchievementCustomConditionResolver customConditionResolver = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IReadOnlyList<AchievementAuthoringSnapshot> | achievements | The achievements to check, in the order they are listed. |
| IAchievementCustomConditionResolver | customConditionResolver | Resolves the rules a node names, checked through ValidateCustomRule(IAchievementCustomConditionResolver). Pass one to have unresolvable custom types reported; omit it when no resolver is running, and that check is skipped. |
Returns
| Type | Description |
|---|---|
| IReadOnlyList<AuthoringIssue> | Every finding, one achievement at a time in list order. |