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Class Achievements

Hierarchy

Index

Constructors

Properties

#achievements: Achievement[] = []
#achievementsGroups: AchievementsGroup[] = []
#achievementsGroupsMap: Record<number, AchievementsGroup> = {}
#achievementsMapID: Record<number, Achievement> = {}
#achievementsMapTag: Record<string, Achievement> = {}
#alreadyUnlocked: Set<number> = ...
#playerAchievements: PlayerAchievement[] = []
#playerAchievementsMap: Record<number, PlayerAchievement> = {}
#setProgressTimeouts: Record<string, number> = {}
#setProgressTransactions: Record<string, Transaction<UnlockPlayerAchievementOutput>> = {}
#settings: AchievementsSettings
#syncManager: SyncManager
#unlockTransactions: Record<string, Transaction<UnlockPlayerAchievementOutput>> = {}
_events: EventLite = ...

Accessors

  • get groupsList(): AchievementsGroup[]
  • get list(): Achievement[]
  • get playerAchievementsList(): PlayerAchievement[]
  • get unlockedList(): PlayerAchievement[]

Methods

  • #getAchievement(idOrTag: string | number): Achievement
  • #getAchievementGroup(id: number): AchievementsGroup
  • #getAchievementInfo(idOrTag: string | number): PlayerAchievementInfo
  • #getPlayerAchievement(id: number): PlayerAchievement
  • #refreshAchievementsGroupsMap(): void
  • #refreshAchievementsMap(): void
  • #refreshPlayerAchievementsMap(): void
  • #setAchievementsList(achievements: PlayerAchievement[]): void
  • #upsertInPlayersList(achievement: PlayerAchievement): void
  • fetch(): Promise<FetchPlayerAchievementsOutput>
  • getAchievement(idOrTag: string | number): PlayerAchievementInfo
  • getProgress(idOrTag: string | number): number
  • has(idOrTag: string | number): boolean
  • open(__namedParameters?: { scrollTo?: string | number }): Promise<void>
  • setProgress(input: PlayerSetAchievementProgressInput): Promise<UnlockPlayerAchievementOutput>
  • unlock(input: Omit<UnlockPlayerAchievementInput, "platformData">): Promise<UnlockPlayerAchievementOutput>

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