Show / Hide Table of Contents

    Interface IContent

    IContent defines game play data that a player could play through and their current progress/state in that content set. IContent allows the player to play IStages that are accessible from this IContent. IContents should be able to switch to other IContents with a different theme, game mode, etc.

    Inherited Members
    IEntity.Id
    IEntity.Initialize()
    IEntity.Cleanup(IEntityLoaderService)
    Namespace: IdleKit.Gameplay
    Assembly: cs.temp.dll.dll
    Syntax
    public interface IContent : IEntity, IInjectable
    Examples

    When a game launches a limited time event, the main game is one IContent while the event is another.

    Properties

    ContentData

    Returns the IContentData associated with this IContent.

    Declaration
    IContentData ContentData { get; }
    Property Value
    Type Description
    IContentData

    ContentSavedData

    Returns the IContentSavedData associated with this IContent.

    Declaration
    IContentSavedData ContentSavedData { get; }
    Property Value
    Type Description
    IContentSavedData

    CurrentStage

    Returns the current IStage controller active in this IContent.

    Declaration
    IStage CurrentStage { get; }
    Property Value
    Type Description
    IStage

    CurrentStageId

    Calculate and get the current IStage's id

    Declaration
    string CurrentStageId { get; }
    Property Value
    Type Description
    String

    CurrentStageIndex

    Calculate and get the current IStage's index

    Declaration
    int CurrentStageIndex { get; }
    Property Value
    Type Description
    Int32

    NextStageId

    Calculate and get the next IStage's id

    Declaration
    string NextStageId { get; }
    Property Value
    Type Description
    String

    Methods

    AdvanceStage()

    Transitions the user from the CurrentStage to the next IStage.

    Declaration
    void AdvanceStage()

    BeginAscension()

    Start the ascension flow. This should only be called when CanAscend() returns true. If your game does not have any ascension related game-play, you can simply call EndAscension(Double) to finish the whole ascension flow.

    Declaration
    void BeginAscension()

    EndAscension(Double)

    Completes the ascension flow. This will grant rewards earned during the ascension flow based on the ascensionScore.`

    Declaration
    void EndAscension(double ascensionScore = 0)
    Parameters
    Type Name Description
    Double ascensionScore
    Back to top Copyright © 2020 East Side Games Inc.