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    Class DynamicCollectCurrencyTypeGoal

    A Goal that is complete when the player collects a dynamically calculated number of units of one or more ICurrency. This allows designers to create Goals that require the player to idle for an approximate period of time.

    The target amount is calculated based on the sum of the payout-per-millisecond of each currently automated IGeneratorEntity multiplied by a number of seconds specified via DynamicCollectCurrencyTypeGoalData.amount. For example, if the player had two automated generators each outputting a payout-per-millisecond of 5 and 7,200 as the number of seconds (2 hours) then the Goal would require the player to collect 36,000,000‬ units of the specified ICurrency.

    Because it is likely that the player will automated more IGeneratorEntity or hit more IGeneratorUnitTargetDatas while the Goal is active, it's likely the player will complete the Goal before the exact number of seconds specified via Amount have elapsed.

    Any ICurrency with a Id that matches the Id specified via CurrencyId will be targeted by the Goal.

    Each time the player collects units of the target ICurrency the Goal is progressed by the number of collected units.

    Only units of ICurrency collected after the Goal becomes active count towards the progress of the Goal. The target amount of the Goal will not vary after it becomes active (ie. IGeneratorEntity automated after the Goal activation will have no effect on the target).

    Inheritance
    Object
    Goal<DynamicCollectCurrencyTypeGoalData>
    CollectGoal<DynamicCollectCurrencyTypeGoalData>
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>
    DynamicCollectCurrencyTypeGoal
    Implements
    IDynamicGoal
    IGoal
    IActivatable
    IEntity
    IInjectable
    Inherited Members
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.DynamicGoalData
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>._projectionService
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>._currencyService
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>._timerService
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.TargetProgression
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.Inject(IResolver)
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.Initialize()
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.GenerateDynamicTargetProgression()
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.GenerateFallbackTargetProgression()
    DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>.IsEligible(IGeneratorEntity)
    CollectGoal<DynamicCollectCurrencyTypeGoalData>.Activate()
    CollectGoal<DynamicCollectCurrencyTypeGoalData>.OnCurrencyChanged(CurrencyChangedAction)
    CollectGoal<DynamicCollectCurrencyTypeGoalData>.SubscribeActionListener(IEntity)
    CollectGoal<DynamicCollectCurrencyTypeGoalData>.UnsubscribeActionListener(IEntity)
    Goal<DynamicCollectCurrencyTypeGoalData>._id
    Goal<DynamicCollectCurrencyTypeGoalData>.Id
    Goal<DynamicCollectCurrencyTypeGoalData>.GoalData
    Goal<DynamicCollectCurrencyTypeGoalData>.GoalSavedData
    Goal<DynamicCollectCurrencyTypeGoalData>.ActivatableData
    Goal<DynamicCollectCurrencyTypeGoalData>.CurrentProgression
    Goal<DynamicCollectCurrencyTypeGoalData>.NormalizedProgress
    Goal<DynamicCollectCurrencyTypeGoalData>.CanClaim
    Goal<DynamicCollectCurrencyTypeGoalData>.IsActive
    Goal<DynamicCollectCurrencyTypeGoalData>._goalData
    Goal<DynamicCollectCurrencyTypeGoalData>._goalSavedData
    Goal<DynamicCollectCurrencyTypeGoalData>._actionService
    Goal<DynamicCollectCurrencyTypeGoalData>._entityResolver
    Goal<DynamicCollectCurrencyTypeGoalData>._dataService
    Goal<DynamicCollectCurrencyTypeGoalData>._targets
    Goal<DynamicCollectCurrencyTypeGoalData>.Cleanup(IEntityLoaderService)
    Goal<DynamicCollectCurrencyTypeGoalData>.Deactivate()
    Goal<DynamicCollectCurrencyTypeGoalData>.Reset()
    Goal<DynamicCollectCurrencyTypeGoalData>.SendGoalActivatedAction()
    Goal<DynamicCollectCurrencyTypeGoalData>.CleanupSubscriptions()
    Goal<DynamicCollectCurrencyTypeGoalData>.SetProgressGoal(Double)
    Goal<DynamicCollectCurrencyTypeGoalData>.ProgressGoal(Double)
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Object.ToString()
    Object.ReferenceEquals(Object, Object)
    Namespace: IdleKit.Gameplay
    Assembly: cs.temp.dll.dll
    Syntax
    public class DynamicCollectCurrencyTypeGoal : DynamicCollectGoal<DynamicCollectCurrencyTypeGoalData>, IDynamicGoal, IGoal, IActivatable, IEntity, IInjectable

    Constructors

    DynamicCollectCurrencyTypeGoal(String)

    Declaration
    public DynamicCollectCurrencyTypeGoal(string id)
    Parameters
    Type Name Description
    String id

    Methods

    IsEligible(ICurrency)

    Declaration
    protected override bool IsEligible(ICurrency currency)
    Parameters
    Type Name Description
    ICurrency currency
    Returns
    Type Description
    Boolean
    Overrides
    IdleKit.Gameplay.CollectGoal<IdleKit.Gameplay.DynamicCollectCurrencyTypeGoalData>.IsEligible(IdleKit.Gameplay.ICurrency)

    Implements

    IDynamicGoal
    IGoal
    IActivatable
    IEntity
    IInjectable
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